[Guide Resource] Team Compositions
####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.
#What is 'team composition'?
Simply put, it's what your team is made up of. More specifically, it's how the different strengths and weaknesses each of the 5 champions bring to the table overall. This could mean many different things. They could have an amazing teamfight combo, or they could all be great lane bullies, maybe they all are simply really mobile? There's no 'best' composition and new ones are tried everyday.
#Why is this important?
Ever have a game where you simply couldn't win a teamfight? Maybe another where you were chain cc'd for an eternity? More than likely this was a conscious decision had at champion select and it paid off! Even if it was by accident, they showed an effective use of team composition to make your day a little less great, and hopefully you can return the favor some day.
#So what are the compositions?
Well, while listing out every possible combination of champions and detailing why this one works and that one doesn't sounds like so much fun, I'll simply detail some focuses and show a few examples to get you started.
###(1) Pull comp
Weak against: Heavy dive comps (3) | Strong against: AoE comps (2)
Yoink!
This is a comp for bullies. It centers around being able to 'pick off' a single target and devour them before the enemy team can retaliate. Once the unfortunate victim is dead, your team will be at an advantage for a good amount of time. You can take objective or force a full 4v5 teamfight depending on the situation. The standard 'pick' comp utilizes plenty of single target burst and cc as well as a tell-tale displacement (flip/pull) champion. This is particularly potent in lower elos, as pulls are easier to land. #####Examples
###(2) AoE comp
Weak against: Pull comps (1) | Strong against: Siege comps (4)
It doesn't matter where the tank is if we're hitting everyone!
Nothing fancy here just a lot of AoE potential. These comps were all the rage late season 2 and it hurt every time. These teams center around some form of AoE cc (includes Jarvan Ult) that 'triggers' everyone else's AoE spells. This comp is entirely dependent on the enemy team grouping, and so is particularly effective when unleashed in bottleneck areas of the map.
#####Examples
###(3) Heavy Dive comp
Weak against: Siege comps (4) | Strong against: Pull comps (1)
It's simple. We kill the carries. Once the enemy carries are dead we win right?
Provided it can happen quick enough and the people who are doing the killing can afford to be the middle of their team, this can and has worked. All while the rest of the team makes sure they don't die to the enemy diver. That's the mentality behind a heavy dive comp.
###(4) Siege comp
Weak against: AoE comps (2) | Strong against: Heavy dive comps (3)
Poke. Poke. Poke. Poke. Quick take a turret before they come back from healing!
Hit them before they can even think about getting close. That's the objective here. Hit hard enough and hit often enough and this team comp can win fights before they even start. Keep in mind though, that you have to keep a smart team from jumping in early, because siege comps are very weak when they're in your face.
#####Examples

and anyone

#Surely this isn't all of them?
Of course not, and my name's not shirley either. But they are some if the more common themes and a great baseline to start thinking about how your team can really shine and where you may have to watch out. It takes some special people to bring out the best of a team comp in solo que, so keep in mind the more complicated your awesome idea is the more likely it is to go wrong. Sometimes simple is best.
But if you happen to have a few friends and you want to be a bit more experimental there are a few more floating around. If you're curious and want them explained more just ask below I'll happily expand on them!
- Juggle comp
- Hunter (Stealth) comp
- Split-push comp
- Scatter comp
- Global comp
- Death comp







