Playing as a support for your first few games is highly advised. Typically speaking, supports stay out of the line of fire and only engage in team fights later in a match. This allows a newcomer to aid his partner while watching what his lane partner is doing. The newcomer can learn techniques this way.
The supports main purpose is to aid their lane partner and team by providing healing, mana regen, and protection via spells. A support should also start in a top or bottom lane and be with a pusher, disabler, or carry.LICH
– Like nearly all support heroes, Lich has a ranged base attack, throwing bolts of icy magic at the enemy. Where Lich excels as a great support is his ability of ICE ARMOR, which shields himself or his allies for 40 seconds. With a mana cost of just 50 and a cooldown of 5 seconds, Lich can have himself and his lane partner in Ice Armor for very literally an entire match. Ice Armor adds bonus armor and slows enemies movement speed and attack speed.
Lich needs not carry CLARITY due to his unique ability of SACRIFICE, which Lich can eliminate a friendly creep, converting the creep’s hit points into mana. Sacrifice uses 25 mana, but can return over 100 mana, depending on which creep is sacrified.
Unlike many supports who fall off at the end of the match, Lich stays incredibly strong at the end of a match with his ultimate ability, CHAIN FROST. Chain Frost is an orb of frost that can bounce between opponents up to 7 times to enemies within a 575 range. At it’s peak, the orb will do 460 damage. That means if two heroes are standing next to each other when Lich unleashes this ability, it will damage one hero for 1840 damage and the other for 1380. With a scepter, the damage can raise to 550 and extend the range to 850.KEEPER OF THE LIGHT
– To be frank, Keeper is a ♥♥♥♥♥. Like Lich, Keeper will not need to carry any mana with him as his CHAKRA MAGIC ability grants mana, up to 215 at its max. (Note that while the ability grants you 300 mana, it will take 85 to cast the ability.) Combine a self-casting mana ability with ILLUMINATE, and Keeper is not only a great support, but also a very good early-to-mid game harasser. Focusing on these two ability, and by mid-game Keeper can do massive damage to enemies, though he rarely will get many kills.
During late-game fights, Keeper can kick in one of his two ultimate abilities, RECALL. Recall can teleport an allied hero from anywhere on the map to Keeper’s location. The downside is the semi-lengthy delay time, lessening from 5 to 3 seconds according to ability level. A late-game support strategy is to TP back to base, and then have the ability to recall up to 3 heroes back to base, saving them from having to spend extra gold on TPs.DAZZLE
– What Keeper is for restoring mana, Dazzle can heal teammates and also has an amazing saving ability of SHALLOW GRAVE, which saves an ally from death, no matter how low on health for a short period. WEAVE, Dazzle's ultimate, has a double-ability as it gives his allies extra armor, while reducing the armor of enemies within a given radius.