Academy / ADC Path / Your Damage Is a Duration

Lesson 5 of 5 · 6 min

Your Damage Is a Duration

Assassins get one window. You get every second you stay alive. That difference decides which target you press, when you show up, and why the safe fight is usually the winning one.

// What you will be able to do

  • Measure your contribution in seconds alive rather than in targets killed
  • Attack whatever you can reach without moving instead of hunting the carry
  • Take sieges and objectives as damage-over-time problems, not as fights

An assassin's whole game is one four-second window: get in, kill something, get out or die. Yours is the opposite. You do a fixed amount of damage per second, so the amount you contribute is that number multiplied by how long the fight lets you keep doing it. An ADC who does nothing for eight seconds and survives has done more than one who killed the support and died at second three.

// Two ways to spend a teamfight
Hunting the carryAttacking what is in range
Seconds of damageThree, maybeThe whole fight
RiskYou are inside their teamYou are behind yours
If it worksOne kill, then you dieThe fight is won and you are alive for the next one
If it failsFight lost, 5v4 afterNothing happens
// Check

In a five-versus-five that lasts twelve seconds, which ADC has contributed more?

// The rest of this lesson is Pro

Your Damage Is a Duration: the practical half

Everything above is the concept. Behind the gate: the situations where it applies, the mistake that costs the most, the interactive drills, and a field assignment measured against your own ranked games.