Adagio has limited CC with his slow on A and stun on C. Crucible is advised to block his C.
1
Fortress
Fortress doesn't have any CC to provide for his team however he has a very aggresive playstyle. Don't waste your B on him and focus his carries. He has a gap closer which makes enemies speed up towards his target so use your B on his allies.
2
Baron
His A and C can be dodged with your roll. You can push him out of his B with your B if he didn't overdrive it. Fairly slow champion so go for as many roots as possible. Crucible is advised to block his C (Only for CP Baron)
3
Ardan
His A can speed boost teammates to dodge your A or to negate the damage of your A and B. You can push him out of his C to end the gauntlet early. Crucible can be used to get out of his gauntlet but only with good team communication. Nullwave gauntlet is advised to prevent him from using activatables in battle.
3
Flicker
His main team utility is his A for roots, B for slowing down everyone and C for escaping fights. Use your B whenever he comes close to your carries to push him away. His C can be canceled by damage so if you see him ulting chase him and B in the direction he most recently went, this will deal damage and make him visible again ( works on anyone from his team). Nullwave gauntlet is advised to prevent him from using activatables in battle.
3
Joule
You can push her away with your B during her A and move her out of position when she's using C. Crucible is advised to block her A and C.
3
Krul
Krul lacks mobility so Lance shuts him down pretty hard. Whenever he A onto your carries, use your A on them, Krul cannot stop his dash so he'll run straight into your A. Then push him away with B and he has to wait another 9 sec before having a gap closer.
4
Gwen
Strong poke with her A and a decent escape with both B and C. Gwen is the only hero in the game that can be rooted but still get out of it with her B. She's a minor but a constant threat. Her A is AOE so you can't bodblock it for your team. Try to stand in front of her anyway to block her C. If you have rooted her in lane and she used her B, take advantage of her long CD and pressure the lane.
5
Glaive
Fairly strong when ahead. You can push him during his A with your B. Just don't let him A any of your carries. Crucible is advised to block his A.
5
Koshka
You can push her away with your B during her A and C. She is an assassin so keep her off your team. Try to stun her instead of pushing her away with your B. Crucible is advised to block her C.
6
Idris
His is an assassin. Keep him off your team with your B. He's B does high damage so don't stack on top of your teammates as you'll be taking free damage if he aims them. Try to put him behind in the early game so that he doesn't have enough gold to purchase high damaging items before your teammates have good defense.
6
Kestrel
Her WP allows her to put down her B even when being damaged so if you see her disappear B immediately to push her out of stealth. If she's fast enough she can B while you're still in your A animation and stun you mid air. Late game she can build stacks off you and then aim your carries. Use your B when she C to negate the damage and always stand in front of your team to body block her A. If she's CP stay away from your teammates as she can go invisible for a long time and her A has splash damage. Crucible is advised to block her B and C.
6
Lance
You can push him away with you B during his A and then since he'll be locked in place because of missing, use your A. The one who lands the A is usually the one winning the trade. Crucible is advised to block his A and B. Nullwave gauntlet is advised to prevent him from using activatables in battle.
7
Celeste
Her A and B will mostly be used on your team. Try to engage when her stun is used on your team so that you can B her towards your team as she has no mobility abilities to escape. Crucible is advised to block her B and C.
8
Blackfeather
Very mobile champion with 2 gap closers A and C and a poke tool with his B. His C blocks all CC so don't bother trying to A or B when he used his C. He's an assassin so keep him off your carries with A and B. If he stays at the back of his team and pokes with B, play aggressively to counter him. If he is on the front lines, play defensively and peel him off your carries with A and B.
9
No Threat
10
Alpha
Alpha is very tanky and mobile. She has 2 gap closers A and B and thus can stick well to her target. Your B should be saved to stun her during her C if her Infinite Reboot. Otherwise use your B to keep her off your carries. Since her A has a predictable path, you can A behind your carries to make sure that you hit her. Crucible is advised to block her C.
10
Catherine
She can stun you during your A and C, though you wont be her priority target. As Lance's specialty is his CC, Catherine counters him with her CC. Her A can stun you to prevent your CC and her C will silence you so you wont be able to CC without your abilities. Crucible is advised to block her C. Nullwave gauntlet is advised to prevent her from using activatables in battle.
Hello and welcome to my Lance guide!
I am DaAlZa, the SEA Lance main. I have been playing almost exclusively Lance since he came out in early summer 2016. Over around 200 matches, I've gathered his counters, synergies and more. In this guide I will explain not only how to play Lance, but why and when play Lance.
Lance is a ranged tank/disruptor, he aims to bodyblock damage and provide CC for teamfights. As you can see by his main role, he is primarily meant to be played as a support. However because of his abilities consisting of so much CC and high scalings, he can be played as a second support in the jungle/lane to aid the primary carry.
"Lance depends on both his courage and his wits to protect his allies. With his unique polearm-and-shield combat style, he breaks enemy lines and creates opportunities for his friends. Lance can build crystal or utility items to excel in his role as a captain, or he can build weapon items to deal more damage during battle." - in game description
Lance's basic attacks damage every target along their path. However, his attacks are slow to land and attack speed is less effective on him.
Instead of energy, Lance uses stamina to activate his abilities. Purchasing items with energy and energy regeneration increases his stamina and stamina regeneration.
Max Stamina: 100 + 20% Max Energy
Stamina Regen: 15+50% Energy Regen
Although this may seem like a weird passive at first glance, looking further at his kit, it actually makes a lot of sense. Whenever you cast your abilities on anyone and hit at least 2 people, they will always end up in a straight line, you just have to find the right angle at which to attack them. That makes you deal almost twice the damage of your current WP! (Depending on how much armour your enemies have) This also helps out for lane Lance, since his lance can extend further than the target you're aiming for, his range is essentially increased for farming and poking. His stamina is also really good as it allows him to continuously fight without worrying about his energy.
Slot A Impale
Lance strikes through his opponents, dealing weapon damage and rooting them in place (max 1.6 seconds). If this attack hits at least one enemy, Lance will immediately recover from the ability.
Overdrive: If this hits an enemy, it also resets the cooldown of Combat Roll.
Level 1
Level 2
Level 3
Level 4
Level 5
Crystal ratio %
Weapon ratio %
Cooldown
12
11
10
9
7
Stamina Cost
30
30
30
30
30
Damage
120
230
340
450
560
80%
140%
Damage to Minions
80
120
160
200
240
60%
60%
Root Duration
1
1
1
1
1.3
0.2%
This is the ability that suits Lance's aggressive playstyle the most. Lance starts channeling a skillshot, its hitbox is shown on the ground, Lance then immediately lunges forward and strikes with his lance rooting anyone in his way. If you miss this, you'll get locked in place, unable to perform any action for a while. I really like the design of this ability, you're rewarded for being able to predict the enemy movements, but you're also punished for missing it. You can also walljump with this.
Slot B Gythian Wall
Passive: Lance strafes around the enemy he has most recently attacked. While strafing, he reduces damage from the target's direction by up to 50%.
Active: Lance sweeps opponents away with his polearm, dealing weapon damage and also stunning them if they collide with a wall or structure (max 1.6 seconds). Afterward, he holds his shield steadfast, greatly reducing incoming damage from the target direction by up to 90%.
Both the passive and the active damage reduction are 50% effective against turrets.
Overdrive: While active, Lance ignores all debuffs (from any direction).
Level 1
Level 2
Level 3
Level 4
Level 5
Crystal ratio %
Weapon ratio %
Cooldown
9
8
7
6
5
Stamina Cost
40
40
40
40
40
Damage
70
105
140
175
210
80%
100%
Stun Duration
0.6
0.7
0.8
0.9
1
0.2%
Passive Damage Reduction
10%
12%
14%
16%
20%
15%
Active Damage Reduction
25%
30%
35%
40%
45%
15%
This is the ability that makes Lance excel at both his role as a captain and a tank. It's cooldown is fairly short to be used multiple times in a single fight and it allows you to soak up damage for your team. One misconception people often have is that your armour/shield acts first and then your passive, but it works like this, if you're taking 100 damage and have maxed B so 50% damage reduction, you take 100 x 50% and then your defensive stats come in to play, meaning that you'll often take less then 50% of the incoming damage with your shield up! Use this to body block for your teammates as you'll take way less damage than they will.
Slot C (Ultimate) Combat Roll
Lance rolls in the target direction. His next basic attack within 2 seconds will strike quickly, dealing bonus crystal damage.
Level 1
Level 2
Level 3
Crystal Ratio %
Weapon Ratio %
Cooldown
8
6
4
Stamina Cost
30
25
20
Damage
80
140
200
60%
This isn't just an ability, it is a tool used for re-positioning in the midst of a heated battle! Use it to get better angles for your A and B. To maximize you unpredictability roll often so that the enemy has no idea where to dodge. Use it to get to position faster such as rolling out of base. You can jump medium walls with this.
Skill order
Your A and B accomplish the same thing, so how to pick between these two? Your A has a way higher damage output and a longer cooldown than your B, I suggest maxing your A to lower your cooldown while maximizing your damage output. Hence I highly recommend maxing it first for an aggressive playstyle. I usually max my B second and put in points into my C at Lvl 6 and 12, however for a defensive Lance playstyle, you're better off upgrading your B first so that you can absorb more damage and use it to push enemies off your carries more frequently.
Lance excels at locking down low mobility heroes in place. Picking him against any hero without movement abilities such as Reim will benefit you the most. He can be picked into high mobility heroes such as Skye but it will be a lot harder to land your skills. Remember you don't always have to go Lance, Catherine accomplishes the same job just more consistently, pick her into high mobility heroes.
Core Fountain of Renewal - Staple item for roaming, allows you to regen health when you haven't taken damage and allows you to heal your team from near death experiences. Rush this item for a huge powerspike in teamfights. The lower your teammates are the more health it will restore, however don't completely ignore dying teammates hoping to get a higher heal off, it's not meant to heal back to full health but as a reserve health supply in teamfights.
War Treads - Not a priority item but do get T2 boots fast. Use this as an engage/disengage tool depending on the situation. You can use boots and then go for a root so it becomes harder for enemies to dodge.
Aftershock - This gives you CD and an on-hit effect. It is usually my 2nd/3rd item as the stats it gives are too good to pass up in the early game and are crucial in the late game.
Atlas Pauldron - Build this as your usual armour unless they have slow heavy hitters. Then get a Metal Jacket instead.
Situational Crucible - Get this if enemy team has AOE CC or if you want to be tankier ( Threats show which enemies it is effective against)
Metal Jacket - Build this against slow heavy hitters (WP Joule, WP Lance, WP Ozo, WP Taka)
Tension Bow - Build this if you're ahead as the extra armour pierce and damage will allow you to play more aggressively. Sell it in the mid-game as it becomes ineffective.
Nullwave Gauntlet - Build this if you need to disable someone's activatables. ( Threats show which enemies it is effective against)
Shatterglass - Root and stun duration scales off CP, if you want to root/stun someone longer buy this item, but it should be one of your last items if you do decide to buy it.
Starting Weapon Blade - Your WP scalings are really high, if you want to dominate the early game get an early Weapon Blade to get more damage. Can be built into Tension Bow if you're ahead.
Oakheart - Standard health item, makes you tankier in the beginning.
Why play Lance Captain?
As we've discussed earlier, Lance specializes in body blocking and his high CC. This and his passive damage reduction make it perfect to play as the captain! With you aggressive kit you can decide when and where to start a battle and with your passive you'll live long enough to see another fight. Buying utility and defense items make him one hell of a nut to crack and buying CDR will make him even more of a menace to the enemy team.
How to play
Lance is generally one of the strongest Lvl 1 heroes in the game. If you want to snowball early, it is good to pick a Lvl 1 fight in which you simply outscale the opponents. If you decide to start one, make sure to initiate with your root, so that your root will be available if you need to chase someone after the fight. It also makes for a great escape over the wall if things don't go smoothly. Try to stick to your laner more than your jungler as Lance can really pressure the turret and force the enemy to gank lane often, leaving your jungler free to take their jungle farm. If you are snowballing from the beginning, you might want to invest in a Tension Bow to be able to dish out swift justice to anyone who dares come near your laner. If you are behind, I recommend building lots of resistance and health items, it goes really well with your passive defensive stats. By 12 min, it is generally the best time to sell your Tension Bow if you brought one and start preparing for the late game with an Aftershock and other items you seem fit.
Note: you can go same skill order as lane/jungle Lance if you want to play more aggressively
Core CP Aftershock - This gives you CD and an on-hit effect. Rush this item first as it allows you to have stronger basic attacks while still buffing your abilities.
Shatterglass - This gives you lots of CP and makes it so that less CP is needed for your full root and stun duration. Get this as your 2nd offensive item but build defense before you get this.
Broken Myth - Finishes your CP for full root and stun duration and amplifies your CP for prolonged fights.
Aegis - Can block any debuff if timed correctly and gives you a shield (The lower you are the higher the shield). Provides shield and health.
Atlas Pauldron - Slows down the attack speed of nearby enemies. Provides armour.
Journey Boots - Build this as your boots as if you hit an enemy while they're on CD, it will set the cooldown to 12 sec, allowing you to chase easier.
Core WP Sorrowblade - Buffs your basic attacks and abilities. Get this first for a damage powerspike.
Sorrowblade - Since Lance doesn't benefit much from attack speed, get a 2nd Sorrowblade for the extra on-hit and ability damage.
Tyrant's Monocle - After you get 2 Sorrowblade your enemies will get armour, build this to crit and deal more damage.
Aegis - Can block any debuff if timed correctly and gives you a shield (The lower you are the higher the shield). Provides shield and health.
Atlas Pauldron - Slows down the attack speed of nearby enemies. Provides armour.
Journey Boots - Build this as your boots as if you hit an enemy while they're on CD, it will set the cooldown to 12 sec, allowing you to chase easier.
Situational Tension Bow - Build this if you're ahead as the extra armour pierce and damage will allow you to play more aggressively. Sell it in the mid-game as it becomes ineffective.
Slumbering Husk - Build this against burst damage heroes who lack consistent damage after the initial burst (CP Glaive, CP Joule, CP Saw)
Metal Jacket - Build this against slow heavy hitters (WP Joule, WP Lance, WP Ozo, WP Taka)
War Treads - Build this if you want to be tankier and have no problems chasing down enemies.
Starting Items Weapon Blade - Even if you're CP, your WP scalings are higher so get this for extra damage and easier farming in lane. Can be built into Tension Bow if you're ahead.
Book of Eulogies - You have a small range so you'll get easily outpoked. Get this for sustain in lane.
Why play Lance Lane?
Lance isn't such a good laner with the ranged meta, however he can perform well against melee laners such as Blackfeather and Idris and in rare cases Glaive His kit allows him to constantly harass the enemy laner without fear of stunning himself and in ganks, he can help the roamer to lock down the laner. Although I do not recommend playing him in the lane, it can be done and can be done efficiently if played correctly.
How to play
Lane Lance is very hard to learn and I recommend practicing using his Partisan's Technique to cs in bot matches. You should generally look for a Lvl 1 fight to try and snowball from there, if you do, aim the laner to get first blood and some time to farm in peace. Always look for opportunities to use your A to hit both the minions for a faster wave clear and to damage your laner at the same time. Don't play too aggressively though, as most laners will have the range advantage and if you come too close to them, you might get ganked. If you are ahead in lane and you pushed out, look for opportunities to roam into the jungle, as if you get kills you're able to pressure your laner even harder.
Core CP Aftershock - This gives you CD and an on-hit effect. Rush this item first as it allows you to have stronger basic attacks while still buffing your abilities.
Shatterglass - This gives you lots of CP and makes it so that less CP is needed for your full root and stun duration. Get this as your 2nd offensive item but build defense before you get this.
Broken Myth - Finishes your CP for full root and stun duration and amplifies your CP for prolonged fights.
Aegis - Can block any debuff if timed correctly and gives you a shield (The lower you are the higher the shield). Provides shield and health.
Atlas Pauldron - Slows down the attack speed of nearby enemies. Provides armour.
Journey Boots - Build this as your boots as if you hit an enemy while they're on CD, it will set the cooldown to 12 sec, allowing you to chase easier.
Core WP Sorrowblade - Buffs your basic attacks and abilities. Get this first for a damage powerspike.
Sorrowblade - Since Lance doesn't benefit much from attack speed, get a 2nd Sorrowblade for the extra on-hit and ability damage.
Tyrant's Monocle - After you get 2 Sorrowblade your enemies will get armour, build this to crit and deal more damage.
Aegis - Can block any debuff if timed correctly and gives you a shield (The lower you are the higher the shield). Provides shield and health.
Atlas Pauldron - Slows down the attack speed of nearby enemies. Provides armour.
Journey Boots - Build this as your boots as if you hit an enemy while they're on CD, it will set the cooldown to 12 sec, allowing you to chase easier.
Situational Tension Bow - Build this if you're ahead as the extra armour pierce and damage will allow you to play more aggressively. Sell it in the mid-game as it becomes ineffective.
Slumbering Husk - Build this against burst damage heroes who lack consistent damage after the initial burst (CP Glaive, CP Joule, CP Saw)
Metal Jacket - Build this against slow heavy hitters (WP Joule, WP Lance, WP Ozo, WP Taka)
War Treads - Build this if you want to be tankier and have no problems chasing down enemies.
Starting Items
WP Weapon Blade - You have high weapon scalings and since Lance doesn't benefit much from attack, speed go for straight damaging items. Can be built into Tension Bow if you're ahead.
Weapon Blade - Lance doesn't benefit much from attack speed, go for straight damaging items.
CP Weapon Blade - Even if you're CP, your WP scalings are higher so get this for extra damage and faster clear time Can be built into Tension Bow if you're ahead.
Crystal Bit - You're CP and all your core items have this as a component.
Why play Lance Jungle?
Both his CC abilities are easier to land in tight areas, and that's exactly what the jungle offers. There are so many walls in the jungle which help Lance execute his combos and his wall jumping makes him a beast at chasing down fleeing enemies. With his high early game scalings, he's a nightmare to encounter and if he starts to snowball, you better prepare to lose.
How to play
Since the jungle has been changed a bunch, jungle invasion is only possible until 4 min. Try to go for a Lvl 1 fight to force your opponents to back and steal their jungle. Just that already gives Lance such a huge advantage and if you just keep doing that, you'll gain lots of extra gold and your opponents wont dare to challenge you. Whenever you take the enemy's jungle, roam to lane to help out your laner and pressure tower. Go for the goldmine as often as you can to secure even more gold for your team.
Alpha - she needs to stay on top of enemies, and your CC makes it easier for her. Her C is also a great combo with your A+B as she wont be able to miss it on stunned enemies.
Ardan - he can A you so you get a speed boost and run right into the enemy and you can push people into his C for a stun and damage.
Baron - his skillshots are slow and hard to land. With your CC he can easily land them to maximize his damage output.
Blackfeather - he's an amazing early game champion which also scales well into late game. Even with his high mobility, your A and B still allows him to stick to enemies and his B is great when you root enemies. If both of you snowball, it's very hard to stop you.
Catherine - her A makes it a lot easier for you to A or B them. You can easily execute ganks as she can A them and you use the rest of your CC to lock down the enemy.
Celeste - her AOE damage is insane, not only can she stun enemies herself, but you can do it for her so it'll become so much easier to deal the full damage of her A and C.
Flicker - like Lance, he focuses mainly on CC, both your kits allow you to land your abilities easily and lock enemies in place completely.
Gwen -her A offers a heavy slow so you can land your A easier and her C is a complete stun which you can combo into both your A and B.
Idris - his B can hit multiple enemies and it comes back. If he B into your A or B and there's 2 or more enemies, he'll most likely take down half their health .
Joule - her A can set up combos for your A and B and if you lock down the enemies with your CC, her ult will deal the full damage.
Kestrel - not only is she able to hyper carry, but you can push enemies into her B and C. Her A does a lot of AOE damage as well so she can easily take down rooted targets.
Koshka - her B does AOE damage so if you can land A or B on 2 enemies, she can take them down quickly. Her C also locks enemies in place allowing you to combo.
Krul - his biggest weakness is lack of mobility and Lance can keep enemies still, allowing Krul to build BP and B stacks.
Lyra - her B is an AOE slow making your A much easier to land. Her B also stops dashes so enemies can't use mobility abilities and you can B people into her B.
Ozo - his B can jump onto multiple people allowing him to deal lots of AOE damage, if you land your A or B he can easily jump between them with B.
Phinn - like Lance, Phinn specializes in CC so both of you can easily land your A and B when someone attacks.
Reim - he needs to stay on top of his targets to do any damage, use your A and B to keep enemies in place while he damages them.
Rona - like Krul and Reim she needs to stay on top of enemies and Lance helps a lot with it.
Samuel - his A and B can deal a lot of AOE when combined together, use your A and B to make his abilities easier to land.
SAW - SAW has limited mobility when's he's spun up. Use your A and B to keep enemies away from him while he dishes out constant damage.
Skaarf - he can keep decent range so use your A and B to lock enemies down to make it easier for him to land his A and B combo. His B also slows down enemies so he can B first for you to A and then he A for a burst of damage.
Skye - her A, B and C are extremely easy to land when someone is under CC. Constantly use your A and B to CC enemies and make it easy for her to give sustained damage rather than her burst.
Vox - his passive, B and C all have extreme synergy with your CC. If you CC 3 enemies at once with a CP Vox, there's a good chance they're not leaving alive.
Conserve your energy, the fight approaches
Thanks for taking your time to read this. I hope to make this a permanent Lance guide, and I'll try updating it every single update if needed. For now enjoy the guide and be sure to rate it and leave feedback on how you think I could improve the guide.
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