[Guide Resource] Game Timeline
####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. :)
#Game Timeline
Every second counts in a game of League and how many have passed can be really important too. Where you are time wise can change what to look out for and what your best course of action can be. The following may be able to help you use the gameclock and past events to your advantage. These aren’t by any means required to happen to win a game, but learning what usually happens means you know what to expect.
####1. Invasion phase
####2. Laning phase
####3. Grouping phase
####4. Sieging Phase
####5. End Phase
##1. Invasion Phase
####Start: Game begins
Slightly after the third minute (buffs spawn at 1:55) will conclude the timeframe where a team can pull off a successful invade. Most people find the best times to start an invade is around 1:30-1:40 depending on team comp, wards, etc. as that will allow one to catch anyone before they leave to lane and get there right at the leash of the enemy jungle, when he’s already committed. This phase will, half of the time, not have anything happen and a game will just have that awkward starting 0:00-3:00 and laning starts.
####Finish: Junglers are the only ones in the jungle
##2. Laning Phase
####Start: Minion waves start fighting
Right when the minion waves collide, laning begins. So technically, mid-lane starts laning slightly before anyone else does. Laning for either lane is a lesson in smart trading and small blows until major plays are made. These plays, usually started by a jungler, are what give a team a major advantage or disadvantage. A team can focus on a strong laning composition to grab a large advantage during this time and hope that advantage can carry them to victory. In higher Elo’s Dragon will be included in a teamwide objective within this timeframe.
####Finish: People start popping up in places that are not where they started. (Usually Mid-lane)
##3. Grouping Phase
####Start: One or both teams begin clustering, the teamfights are coming!
The grouping phase should usually be started by the team who has the better teamfight composition. i.e. more AoE, more cc, a tankier frontline, a more mobile backline, etc. This is where outer and some inner turrets usually fall, and where the advantage had in laning can be improved or nullified. Teamfights define success here, and as such anytime a number advantage is had (Picked off player, out of position farming) it should be acted on. The weaker teamfight comp will want to end this phase as quickly as possible by taking objectives as fast as practically possible. This can and should include Dragons and Barons.
####Finish: A Base turret (3rd one in) is exposed
##4. Sieging Phase
####Start: A Base turret is exposed, the clenching begins
Once the dust settles onto a team’s base this phase could go quickly or last an eternity. You can start and finish this timeslot with a single good teamfight. The goal here now is to take an Inhibitor, and this can be difficult unless a huge advantage is had by one side. This can be done via brute strength (one good teamfight), splitpushing or a plethora of other ways, but this usually devolves into milling about by a base turret until someone makes a mistake. The term “Throwing” usually comes up about here, but the outcome falls just as much on the person jumping on the mistake and their skill to make the most of it.
####Finish: Inhibitor is taken