How to Carry as ADC in League of Legends: Early Game, Mid Game and Teamfight Guide

LoL Coaching EditorialBy LoL Coaching EditorialUpdated: 8 min read
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How to Carry as ADC in League of Legends: Early Game, Mid Game and Teamfight Guide

Most ADC mains think carrying means a pentakill montage. It doesn't.

In League of Legends, you carry as ADC by being your team's most reliable damage carry: alive, farmed and hitting something when the fight or dragon take happens. Solo queue climbs come less from 1v9 games than from the carry games where you didn't throw.

This game guide covers the whole path: champion choice, early game, mid game, teamfights, playing from behind and reviewing your games.

Choose Your ADC Champion: Hypercarries Like Jinx vs Safe Picks Like Ezreal

ADCs carry in three ways.

Scaling hypercarries like Jinx and Aphelios start weak and end games. Jinx is the answer to "which ADC can solo carry": her Get Excited! passive hands her movement speed and attack speed whenever she secures a takedown, so one kill in a teamfight turns into three.

Lane bullies like Draven and Caitlyn snowball. Draven cashes in his Adoration stacks for bonus gold on every kill, and Caitlyn's 650 range pokes anyone off the wave. Fall behind, though, and both fall off.

Safe mobility picks like Ezreal rarely lose lane, thanks to long-range Q skill shots and an E blink.

Champion

Base attack range (units)

Main self-peel or escape

Strongest phase

Carry pattern

Jinx

525

Flame Chompers! (E) root

Late game

Scaling hypercarry, passive snowballs fights

Ezreal

550

Arcane Shift (E) blink

Mid game

Safe mobility and poke

Caitlyn

650

90 Caliber Net (E) recoil

Early game

Lane bully, range siege

Draven

550

Stand Aside (E) knock aside and slow

Early game

Lane bully, Adoration snowball

Aphelios

550

Gravitum slow into Binding Eclipse root

Late game

Scaling hypercarry, needs peel

Build a pool of two or three champs: one blind-safe pick and one that scales. For first pick, take range or an escape, like Ezreal or Caitlyn, and trade for a later pick when a teammate will swap.

Comfort beats tier lists, and your 200-game champ beats whoever's called the best ADC this week. Still, watch the meta: Riot's Patch 26.19 notes buffed Aphelios because he's been "kiting the spotlight" despite being "a hypercarry in an enchanter meta that should favor him."

Win the Early Game in Bot Lane

The laning phase in bot is a 2v2, not a 1v1, and what you do before the first turret falls decides how early your items come online.

Hit Level 2 First and Trade When They Last-Hit

In a duo lane, level 2 comes after the full first wave plus the first three melee minions of the second wave.

The lane that gets there first gets a free all-in. With an engage support like Nautilus, that means a hook, a rooting auto and a full combo, and that much CC usually ends in a Flash or a death. Winning the race? Fight the second you level. Losing it? Step back.

After that, trade with autos and skill shots when the enemy ADC walks up to last-hit. Stop when their wave is bigger than yours, because minion aggro turns every trade into a loss.

Treat CS as Your Main Source of Gold

Kills feel great. Minions pay the bills, and a missed cannon minion usually costs more than a lost trade.

The benchmarks at any rank: about 70 CS at 10 minutes is the floor, and 8+ CS per minute is the goal.

This season it pays twice: minion kills also progress the bot lane role quest, which rewards 300 gold, bonus gold per minion and a separate boots slot that frees room for another item.

Under turret, let the tower soften melee minions before your last hit, but put one auto into casters before the turret shot, or it kills them for nothing.

The drill: Practice Tool, your main, starting item only, one lane, ten minutes. Hit 80 CS three runs in a row.

Track the Enemy Jungler Before You Push

Most bot lane deaths aren't lost 2v2s. They're ganks you could have seen coming.

Ward river or tri-brush and track where the enemy jungler was last seen. Spotted top side 20 seconds ago? Push. Unseen for a minute? Don't risk walking past the middle of the lane without vision. Same goes for a missing enemy mid laner.

Lane priority also sets up the first objective. The first dragon spawns at 5:00, and the duo that shoves first reaches the pit first. Win the wave, then take the drake.

Mid Game: Turn Your Lead Into Objectives

Once the bot tier-1 turret falls, your job moves from the wave to the map. Plenty of carry games get thrown right here by an ADC still farming like it's minute eight. This phase rewards tempo more than mechanics.

Group Mid Instead of Farming Alone in a Side Lane

After tier 1, rotate mid with your support. Mid is the shortest walk to dragon and Baron, and your teammates can reach you there.

Side waves are still gold, but only take them when you know where the enemy assassin is and can walk back to mid before the next objective spawns. Otherwise, skip the wave.

An immobile ADC caught alone in a side lane by an assassin like Zed is one of the most common mid-game throws we see. One Death Mark and your team fights Baron 4v5.

Recall on Item Spikes and Don't Die on Bad Timers

Recall when you can afford a full component. A B. F. Sword costs 1,300 gold and hands you 40 AD in one purchase, while 1,250 gold buys spare parts.

Your first completed item is your first real spike. Your second crit item is the big one: your autos finally crit often enough to shred tanks, so that's when you force fights.

Adapt your itemization, too: Lord Dominik's Regards against armor stackers, Guardian Angel against assassins who can one-shot you, Mercurial Scimitar against heavy CC.

Dying in the 60 to 90 seconds before a dragon or Baron spawn usually hands over the objective, because your team can't contest 4v5. Check the timer before you walk into fog.

Teamfights: Positioning, Kiting and Target Selection

This is where the ADC carries late-game team fights, and where "is ADC the hardest role mechanically?" gets an honest answer. The mechanical load is kiting. The real skill ceiling is positioning.

Position Around Enemy Threat Ranges

Before each teamfight, list the enemy's actual engage tools:

  • Nautilus hook: 1,122 units, about double your auto range
  • Zed ultimate: targeted, so only Flash and your support save you
  • Flash: extends every engage above, so track who has it up

Then stand at max auto range from the closest target but outside every one of those threat ranges. That's the safest spot in the fight. If it doesn't exist yet, wait.

Save Flash or your escape for the assassin, never for chasing a kill, and stay near your support. Their CC is your self-peel.

Kite With Attack-Move

Kiting is moving between autos: fire, move as the shot leaves, fire again when it's ready. Use attack-move click so a misclick never walks you forward, and kite backward against divers, sidestepping to dodge skill shots.

The drill: in Practice Tool, buy a full build, spawn a target dummy and kite around it for five minutes a day without canceling an auto. Give it a few weeks and mechanics stop being your problem.

A coach watching your clicks live fixes kiting faster than solo grinding, so browse ADC coaches by rank and price if you'd rather skip the trial and error.

Hit the Closest Safe Target

You're the damage carry, not the assassin. Hit whatever you can reach safely, often the tank. A tank melting under crit autos breaks the frontline, then the backline is yours.

Two exceptions: the enemy carry is exposed inside your range, or their frontline has burned its cooldowns. Otherwise, walking forward to reach their ADC is how you die first.

How to Carry When Your Bot Lane Falls Behind

Some matchups are lost in champion select, and some lanes are lost because your support died four times by minute seven. Either way, adapt.

Freeze the wave near your turret and give up some CS for safety, since missing ten minions hurts less than feeding two more kills. Ping your jungler for cover, and stop taking 2v2s you've already lost twice.

Then build toward your scaling spike instead of winning lane back. The role quest still fills from time in lane, so a quiet lane still gets paid. After tier 1 falls, group for mid-game fights, where the enemy duo's lead counts for less. An ADC who scales can win the late game from a lost lane. A dead one can't.

Review Your Games to Climb the Ranked Ladder as an ADC

You can't fix what you don't watch. Open the VODs of your last three losses and check three things:

  1. CS at 10 minutes. Under 70? That's your first project.
  2. Deaths versus objective timers. How many came in the 90 seconds before a dragon or Baron spawn?
  3. Your position when each fight starts. Pause on the first spell. Were you inside a known engage range?

Most solo queue players find the same death three games in a row. Once you see it, you stop doing it.

If you want a second pair of eyes, LoL Coaching's expert coaches run ADC VOD reviews and one-on-one sessions, and they've watched a hundred ADC mains make your exact mistake. Then go queue up and carry.

LoL Coaching Editorial

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Guides written by the lol-coaching.net editorial team and fact-checked by our verified Challenger and Grandmaster coaches. We cover ranked fundamentals, role guides, and the habits that actually move your LP.

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