Patterns and common happenings

JavelinJoe·2/21/2016, 9:25:34 PM·1 votes·227 views

You either win in 6 minutes (snowballing) or you have to struggle and win it in 45-60+ minute games hoping that you are the team to be on the better side of a fight (not aced). At 20 minutes there is more or less always a team with a noticeable lead. And whether or not you ff at 20 or 30 depends on how much your "team" wants to win/lose. Teams with all late game comps will lose before late game even happens. A sloppy early game comp wont be able to win late game. You basically need to fill 5 key roles to have a balanced team. Engage, hard CC (a lot of hard cc), sustain / survivability (heals and escapes), burst / sated devourer, wave control (split push pressure and waveclear). You do not need Tanks (tank only, no real damage threat), AP Mages (not needed to win but does not hurt to have), passive stackers (nasus, veigar, etc..), team oriented only champs (Orianna, Galio, Illaoi, Singed, etc...) who act as more of a "utility oriented" champion who can't hard carry, but works well in team fights (does not include the support).

An example of a good team comp imo would be from top>support: Volibear, Xin Zhao, Lux, Lucian, Trundle.

An example of a bad team comp imo would be from top>support: Nasus, Evelyn, Heimerdinger, Jinx, Taric.

Maybe just me, but these are what I notice most in my games. League is a team game, so why are the solo carry champs currently more powerful than the team oriented?

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