How To Play the Macro Game

wind guy·7/6/2016, 1:52:33 AM·3 votes·23,180 views

So in my past games I noticed a trend. Me and my team get a lead in early game, get kill advantages. Then, we usually throw at dragon, baron or some other objective. I notice that the enemy team often rotates much faster than my team, has more waveclear, and their sidelanes are always pushing. Also, my team often gets caught when rotating. We have trouble taking towers and other objectives, often costing us the game.

So my questions are:

  1. How to manage waves so that side lanes are pushing
  2. How to siege effectively/ defend effectively
  3. How to not throw at objectives
  4. What is the best way to end when ahead

10 Comments

Serevas7/6/2016, 2:57:45 AM3 votes
  1. How to manage waves so that side lanes are pushing

Well typically you have someone go to push the wave in, but you can set up a slow push by simply killing off the range minions in a minion wave, eventually it'll build up a gigantic wave to work with if left alone.

  1. How to siege effectively/ defend effectively

The unfortunate thing is that in some cases, there are teams that literally can't siege or defend against a siege, or even situations where your team is outmatched in siege power. When honestly the best type of siege comp is one with good wave clear as well as strong poke, it's the same for defending against sieges. Back before the mage rework I was an avid Xerath player, and I ran the old Athene's all the time because I could siege pretty much forever, endlessly wave clearing, and poking at the same time. The issue with siege comps is that you don't really want them for standard dynamic queue unless you're in a premade as they require coordination or a primary siege champion to be played exceptionally well.

  1. How to not throw at objectives

Take them, safely. For Baron, kill the entire enemy team so there's zero risk on a steal, same for Elder Dragon. Don't over commit for turrets, usually getting a kill or two allows for an easy take. If you're on nexus turrets and the enemy team has death timers below 10 seconds, walk away. The over excitement to end the game is where I've seen the most throws.

  1. What is the best way to end when ahead

Grouping up when ahead is usually the best strategy unless your composition sucks at team fighting. You basically need to identify the win conditions for your team. Do you have a split pusher, do a 1-4 split. Team fight comps should engage a team fight, most people try to siege with them and that's not how they work. Siege comps are self explainatory, you get some weird blends and such as well, but it's about figuring out what your team is better at, and how to win using that.

BluePolarizer7/6/2016, 2:24:27 AM1 votes

I notice this happening when I reach my skillcap. When I dropped back down, I noticed that I'm able to make the same things happen for my opponents. Here's what works for me (mid plat):

  1. Before a neutral objective, about 30-45 seconds prior, you need to push lanes out. This includes if you are jungle or support. Along the way, you ward around to make sure you don't get caught. Verbally tell your team "dragon/baron in _____ seconds".

  2. 10 seconds before the objective, ask anyone with free wards to place them around the most likely 2 entries to the area.

  3. During the objective, you must weigh the possibility of a huge enemy intervention. The #1 thing to note is you can NOT allow the neutral monster to attack your carries. YOU must continue tanking them, if you are not a carry (ADC or mid) as even skirmishers and fighters are FAR more tanky than mages and marksmen. It doesn't matter if you are full crit Master Yi, it is ALWAYS better that you are tanking the baron than your ADC is (though it'll be preferred if the top or support was tanking them). Baron hits with the force of a Noxian Might Darius, would you allow a Noxian Might Darius to smack your ADC in the face?