[Guide Resource] Map Control

Sir ArmaMalum·6/6/2014, 8:11:03 AM·1 votes·102 views

####What is a [Guide Resource]?
I found myself needing to find a bunch of reference material for things like counters, game timelines, wombo-combos, support-carry synergies and anything else that can be useful to teach, but too large a topic to splice into a guide. Hence [Guide Resource]. In this post series, I compile general knowledge topics that may prove useful to be a common reference point, for anyone. I plan to constantly refine and update these posts for use for anyone wanting to teach/learn the game, so feel free to use these resources however you see fit, no credit needed. :)


Map Control


######I don’t claim to be a pro by any stretch of the imagination, if you feel I misspoke anywhere please tell me! Ok guys and gals, time to get into some more advanced info here. Any of you people who watch pro-play regularly and consult pro guides religiously may think this is common knowledge but I know there are plenty of people who don’t think about this in their games and can profit. ‘This’ being map control, that thing you may never have known you wanted until now.

###**What is Map Control? ** Simply put, it’s the knowledge and more importantly option to take objectives. This could be a turret, dragon or even simply a jungle buff. But the fact is you had the information, positioning, numbers and confidence to go for an objective and take it. That’s Map Control.

###How does one get it?
You can get Map Control with a combination of three factors, all of which are important on their own.

#####Vision

–Shhh, did you hear that?..... DAMACIAAAAA-

Wards! Wards you fools! No, but seriously, wards. And further into it: proper ward placement. Attached is a beautifully Paint-ed portrait of ideal ward placement spots done by yours truly. Now these aren’t required, but are highly desired to have vision in, varying of course on where you team is at the moment. Just keep in mind warding bushes can be one of the most dangerous past times in league.

#####Lane Pressure

Winions man, winions.

If you have lanes pushing in your favor your map control is on the rise, because it starts limiting your opponent’s options. They can either send someone to address it or leave it and take turret damage and lose a lot of gold and exp. The larger the pushing wave the more pressing their choices are and the easier it is to predict what they’re going to do, giving you an advantage to make a play.

#####Numbers

I brought friends!

This is by far the most important. Having a teammate dead or separated means a 4v5. A 4v5 means a disadvantage anytime a teamfight is approaching (most of the time). Therefore this is either a huge loss or huge gain in your Map Control depending on who’s lost someone. ‘Pick’ comps are entire team compositions dedicated to getting this specific advantage.

###You need all three!

Good lane pressure without numbers is risky, good numbers without vision is downright dangerous, good vision without numbers is kinda useless offensively. You need a good smattering of all three if you want a relatively safe game. It’s not easy by any means, but it’s something to work for. Especially in pre-made 5’s matches, as this is where teamwork can really make the difference.

###Getting it back

This is just as important as getting Map Control in the first place. If you don’t have good Map Control, you're on the defensive. This means don’t push too far into unwarded territory, be wary of where the enemy team is at all times and keep a sharp eye on any mistakes you can jump on. Like a marksman going to another lane to farm, or a mage who warded one bush too far. But most importantly don’t be afraid to be patient. The lanes will push back eventually and the opposing team will go for objectives themselves eventually. Keep wards where you can and try to make a play on numbers or lanes to get the advantage and Map Control back.

If you lose your Map Control, don’t panic it’s bound to happen in most games. The team with Map Control has the privilege of playing aggressively somewhat safely, but that advantage will wear thin as minions die and wards run out. It will drop quite drastically if a champion is picked off as well.

###Extraneous Factors

#####Timers

If Dragon or Baron are about to spawn good teams will start grouping, pushing and warding around the epic mobs so they can have a clear advantage around it when they start taking it. If you can see this happening it will give you a chance to respond in kind. Some Dragon fights are decided before they even start.

#####Teleports

The spell and some ultimate abilities can really tilt map control suddenly. I want to further emphasize how important it is to have a numbers advantage and teleport abilities can really throw a curveball. Do your best to keep track of the cooldowns (it’s easier to do this on a 5’s team, better communication and all). The biggest tings these do is take advantage of your numbers disadvantage so do your best to reveal that weakness to them. i.e. don’t push too far with 1 or 2 people unless they’re ready to go against nearby people AND the TF, Panth, Shen etc.

#####Inhibitors

Inhib destruction not only is a huge boon for a team in general, but it also secures a decent bit of pushing power (and by extension Map Control) for an extended duration in that lane. Anytime super minions get into a base it more than likely has to be addressed by at least one opposing player, also giving you a numbers advantage, forcing smart teams to give up the little scrap of Map Control they have until it can be pushed back out.


##Addendum

Did I miss anything? Have any questions? Please go right ahead and say so in the comments below. This was a bit more rushed than normal as I go this whole post going alongside finishing up my Bruiser [Guide] (finally, btw, finally), so I am honestly expecting to have missed a few tid-bits.

###Gl Hf guys and gals

###Other [Guide Resources]

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