Basic Roles. Am I wrong with these ideas?
Now I get there is always exceptions. Out of Meta builds and such. But what I am discussing is the basic Meta style today and basic strategies. I will go with each role. When I talk about Map awareness I realize its a skill EVERY role NEEDS and should be practiced fully by all roles. But in the lower elo like I am in its a lacking skill. So I am rating which roles need it more than others. I am putting this up to see if I have any misconceptions about roles in LoL.
First Priorities. The focus of this game is not a single player. Its the team. Focus on objectives and actions that benefit the whole team. If you have to let the enemy jungle go after getting them off Drag to secure Drag. Let them go. Drag is more important. Towers over kills. Objectives over kills. If a lane is struggling, Jungle should think if a buff may help them gain an edge if so let them have the one they need to gain the edge. Being Greedy and not thinking about team will lose you games.
Jungle: A roaming unit used to maintain control of high value jungle camps and help lanes get early leads. Map awareness is the most demanding in this role as you need to know what is happening in all parts of the map. Can be one of two types either Tanky with a good engage or an Assassin with HIGH damage.
Mid: By standard meta a Burst Champ. High damage usually AP based. After level 6 or if they are dominating lane can also roam to help top or mid. Map awareness is demanded just below Jungle. As they need to know whether a gank top or bot would work. THey also need to keep an eye on the jungle in case the Jungler needs assistance.
Top: This role has recently been in flux on the current meta. Standard is a tanky Bruiser. A little damage and a lot of tank. But more Tanky mages and some Assassin builds have appeared in the top lane recently. Usually the role is a zone control. Able to peel or engage as necessary.
Bot lane: This lane has some variety and with two roles in it you cannot talk about one without talking about the other. So we will start with Lane configurations.
Kill Lane: Easiest lane to play. Hardest lane to master. The objective is to kill your opponent often and QUICKLY. Focuses more heavily on kills than CS but CS must not be ignored. Usually has a champion with AS boost, some kind of high damage burst and a support with lots of CC or Heavy early Dmg. Both players need to understand they are playing a Kill lane and engage heavily when an opportunity is shown. If not done the lane will fail.
Sustain Lane: This lane focuses on healing and staying in lane as long as possible. Heavily CS based. This lane tries to stay out of engagements for the most part and Farm. ADC usually is long range and has a decent poke ability. Support will have a healing ability or a shield and possibly some CC.
Poke Lane: This lane focuses on hit and run tactics to whittle down the enemy for a kill. Kind of a balance between the Sustain and Kill lanes. This lane does not heavy engage until the enemy is low on health. Focusing on Farming and poking the enemy from afar. ADC needs a long range skill shot ability to poke at the enemy. Preferably one not interrupted by Minions. Support can also have such an ability and CC, healing, or shield.
Usually Kill>Sustain>Poke>Kill. Unless played well usually a sustain will beat a poke. A kill will beat a sustain. And a poke will beat a kill.
Basic Role types and strategies. Now on to team fighting.
In team fights the roles are, Engager, Tank, APC, ADC, and either another Tank or a healer/buffer.
The engager can be the tank as well but usually its better to have a straight tank on the team to peel for the engager. The ADC needs to sit in the back and do sustained continuous damage to the enemy being sure to watch position and not get caught in the fight directly. APC is usually hit and run. Bursting an enemy running waiting for CD then doing it again. The tanks or Healer/Buffer. Need to peel and protect the back line which is the ADC, and the recharging APC. The engager either stays in the fight after engage to bring more damage or pull back and be ready to prevent ganks on the ADC and APC from enemy Assassins. CC and other abilities are game changing but are a champ by champ detail.
This is to my knowledge the basic idea of the game. Am I wrong anywhere?