Mobile fortress team comp

TheDuelist999··3 votes·606 views

Top-GP Jungle-Nid Mid-Teemo Adc-Jinx Support-Thresh

Good picks with barrels traps hooks and spears to catch people moving in poor rotations. Barrels traps and hooks can also create a save zone for the nid and jinx for sieging and objective play. If any squishy ranged champs try to clear they get hooked speared zapped parrleyd instantly. Any melee dive is zoned hard core. Flanks would be a matter of skill. Tanky range like elise / gnar might be problematic A full on poke team could over whelm nids heal.

Can I get some more skilled breakdown of the theoretical team comp.

6 Comments

Ballton1 votes

I suggest Azir and Caitlyn instead of Jinx and Teemo.

Azir completes the fort thematic perfectly by making the backline undiveable. He makes even an enemy flank favour his team with his ult sending the flanker back out. The temporary turret helps with deep sieges and makes their defensive power even better. His sustain damage over time most definitely rivals that of any Teemo build.

The tradeoff is that Teemo's shrooms would boost the crap out of the team's vision game, but hey, wards and Nid traps.

I like Cait rather than Jinx because she's just as good at sieging but her traps are easier to use for zoning which seems to be this comp's main strength. This is because Jinx's chompers must be committed to one area, don't last as long and I THINK have a longer cooldown.

I'm just a bronzie, though.

TheDuelist9992 votes

Teemo shrooms add doubt and uncertainty to where and how exactly you are zoned and they like you said over vision and can protect your flanks. However Even post nerf Azir might just be a better champ. Cait traps again are easier to work around than jinx traps and jinxs has far hire dmg out put.

Edit: most good comps however have variation on how to run it with some interchangeable parts.

Ballton1 votes

I guess so, but I still prefer Cait in an ideal world because chompers may be easier to fall for, but as I said before: once they are gone they are gone for a while whereas snap traps while easier to avoid, you have to KEEP avoiding them or you'll get caught out and thus zone more effectively by limiting how enemy mobility may be used.

Choosing Teemo over Azir may actually let the comp transition into a kind of pick comp(Azir's engage got hit, but shrooms are shrooms), that would also make Thresh and Nid interchangeable with Elise if one of them is banned or taken. Could be a cool perk. Thinking about it this way also makes me consider Lux.

Yatsufuså1 votes

Put Shaco in there somewhere. His traps are godly

TheDuelist9991 votes

where would he fit tho if he goes jungle you lose ap dmg unless ur going ap shaco which isnt optimal you lose poke and you lose the heal to counter poke if he goes mid you lose teemos vision and pick abilities since shaco cant put down boxes in the same volume that teemo can shroom he would replace gp fine but then my favorite champ gets cut

Yatsufuså1 votes

In my opinion his boxes are better than GP's barrels solely because of the fear. Cait traps would snare, shrooms would slow (but also had awesome dps), nid's would provide vision of their jungler, and shaco could defend objectives with his fear buying your jungler or whoever some time to get over there

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