I swear the majority of this playerbase needs a basic tutorial on building teamcomps
So many games are lost just in champ select. And it's not even about one team getting more power (OP) picks. It's that there's absolutely no team synergy between their champions
Here's a basic checklist of things you should have in your team -cc -some semblance of engage or disengage -someone tanky -mixed damage so they can't simply itemize your to death.
This is basic stuff. I'm not even talking about more advanced things like building a specific comp like a poke comp, wombo/hard engage, pick comp, etc.
Like take my last game for instance. Our first three picks are Irelia top, shaco mid, and vayne adc. Our last pick asks for mid so I decide to go support. Looking at the three current picks I see that we could use a tank since our jungler is an assassin. So I lock in alistar. Now it should be blatantly obvious that we have no AP and choosing a mage would work wonders. Rather, our last pick locks in varus. An AD who works well with poke comps but who has absolutely no synergy with our champions. Needless to say the game went horribly as the enemy team just got armour (didn't help that he was a first time varus).
So please guys I am begging you....think about team comps when choosing your champion. Specifically if your a lower pick since you have the information of what champions we have. Because building a teamcomp that is trash just makes the game harder for the team regardless of skill level.
. Maybe he's played a few games before this, and couldn't get jungle so he wasn't fully happy with the experience. But now is his chance to throw some crows. His teammates pick their champs, and it turns out that the tankiest person on the team is the top lane
. The team needs a tanky jungler to round out this composition.
instead, or the support grabs
in response. Now the jungler has Fiddle and a strong composition; the best of both worlds.
This is something that should absolutely happen every single game if you're part of a team or premade. You should have a rough idea of how the composition will look before you queue up. Leave some wiggle room for counter picks, of course.
However, this level of communication is very difficult to achieve in SoloQ. Teambuilder can assuage this to a certain degree.
top
mid
ADC
support
top (supress enemy AP carry)
mid (long range poke and aoe slow)
support (slows and stuns the whole enemy team)
every teamfight (partly bc of the typical lack of cc in norms teams, partly because I can't adc for shit)
jungle,
mid and
support might not be the best bet. In these cases I just go with the flow and pick a support I'm good with. Go Full AP
I won't do much as the only tank with no items and no other cc, but as a long range nuking cc machine, I can essentially cover my whole team while the 4 assassins clean up (Last time I did that I had 60K damage and I think 1 kill - perfectly giving kills to the horde of assassins on my team, but doing enough damage to the tanks and enemy engagers that they had to focus me before any of the other carries)
Jungle
Mid
Top
ADC
Support
or a
even
(who was originally a support champ, not sure if it still says that) and you would have had better compo
jungle:
adc:
or something so we have insane lock down!
)