Talk:Lucian/@comment-24023648-20131203221527/@comment-24023648-20131205010124

"DEALING AS MUCH DAMAGE AS YOU POSSIBLY CAN IN A TEAMFIGHT IS THE ENTIRE POINT OF THE CARRY."

NOT NECESSARY.

As this very wiki states: Marksman champions are extremely effective late-game at "carrying" the team to victory, either by killing off key players on the enemy team or dealing large damage in team fights because they have tremendous damage output so I tend to target squishy targets when I have burst damage and to melt down tanky targets when I have sustained damage. So how can be the 1st tactic achieved without "wading into their frontline and getting killed"? It's called 'team synchronisation' and means the team's ability to crowd control the enemy team. By saying CC, I'm not referring to those debuffs you can remove with your Mercurial, I'm talking about zoning, baiting, avoiding, kiting, chasing, focusing, slowing, locking and bursting down enemy targets.

As Lucian, I first bait the melee enemies right in my tanks, then focus the most threatening target caught to force his allies rushing in to help and officially starting the teamfight, then reposition myself on the flank so I can line Piercing Light on multiple targets and threat the carries aswell whom I first pretend to kite but then fully engage with them, burn all CDs and eventually chase them down. Youmuu and Trinity are the best items to use in such a scenario cause they confer nice burst and mobility which synergy with Lucian's kit well.

Ofc, this is not the only strategy I use, but the one I like the most and ofc I rely heavily on my allies to do their part and ofc the steps order and number are subjects to change and ofc each confrontation depends on my countering knowledge. I've just given an example based on my gameplay to support the build I created and use and the argument that "winning a TF is not just about dealing heavy damage even if you're the carry."