Tips For Climbing Ranked. Yes, Tips For Climbing Ranked, Because Tips For Climbing Ranked...

4ManVotedAgainst·8/31/2015, 6:27:13 PM·18 votes·2,096 views

Team-Composition: From my experiences the optimum seems to consist of the following

  • One member who can wave-clear from a safe distance (this will usually be the mid)
  • Anywhere from two to four members that are able to tank for mostly team-fight purposes
  • Various forms & combinations of HARD CC (talkin' stuns/knock-ups/roots/snares/etc.)
  • Combined team-ability to be able to dish out damages during team-fights

Team-Formation: From my experiencess the optimum seems to be for any and all carries to always stay behind their tanks at all times and for team to always stick together after laning phase is over (this is usually when a turret has been destroyed) particularly for control of objectives (particularly dragon)

When to Engage: From my experiences, particularly if you have AoE-abilities, I find that most of my team-fights have been won from counter-engaging rather than engaging. The exception to this is if your team-composition is such that you have a gigantic wombo-combo (such as Malphite followed by Galio followed by Kennen followed by Fiddle-Sticks followed by Twitch), except in Solo-Queue, that is very unlikely to happen except maybe once in every 1500 matches (and even then that might be a very high statistical-calculation compared to reality).

When Supporting: Morgana will almost always win a lane with/for her ADC (although Karma-Support has been known to counter Morgana-Support). Ban her or pick her with certain exceptions. Another frequent ADC that is often seen is Vayne and if you are facing against her, from my experiences, I have found that I have been successful supporting an Ashe-ADC with Malphite, simply because post-six, killing Vayne & anybody near her is near-guaranteed with the combination of Malphite & Ashe ults CC-locking them down as Ashe gets fed. What else, I think I also read that bot-lane is something like a paper/rock/scissors method of countering, sustain countering against poke, bursts countering against sustain, and poke countering against bursters (due to poke typically having longer range I suppose if I have this rock/paper/scissors thing correct). Also, a item 3512 is a very under-estimated support-item, and can buy you tons of time to siege one lane whilst leaving your other lane unattended if you stick the ZZ right under its turret before joining the rest of your team for sieging purposes (and it will often cause enough minions to push the lane in a gigantic wave & take out an enemy turret as you force them to stay in the lane that your team is sieging).

Laning: Absolutely avoid feeding. This alone will buy more time for the rest of your team to be able to potentially carry you at least 50% of the time if you're not making any careless or game-throwing mistakes.

Dragon-Control: Absolutely do NOT start on it if the enemy team has vision (usually early levels). ALWAYS have Pink-Wards available in order to ensure that it's not visible to them, and if the enemy team has Beetle-Vision, that is ALSO another reason NOT to start on Dragon (Beetles/Scuttlers Provide VISION). Risking getting aced is NOT worth the Gold that ends up in the hands of the enemy team even if you get one Dragon (because all subsequent-dragons will probably end up being impossible to contest even if you got the first one).

Baron: Between the option of getting Baron versus an Inhibitor, the Inhibitor TRUMPS Baron (UNLESS it's too far away to get inhib), and Baron will USUALLY result in your team THROWING away an EASY WIN (basically it's like this, unless you are SUPER-ahead, absolutely do NOT START on Baron if the enemy team is alive at all, because Baron FREQUENTLY = Throw). Baron-Calls are usually NOT smart calls UNLESS you have a COMBINATION of CLEAR VISION-CONTROL (you KNOW that the enemy team has NO vision of the Area due to dropping pink-wards) AND they are obviously visible & far away on the map or have been aced prior to starting (and in most cases it's still better to obtain an inhibitor or two or just end if your team has scored an Ace)

End-Game: STAY TOGETHER, STAY TOGETHER, STAY TOGETHER, and DO NOT WANDER AROUND IN THE FOG. ONE person getting caught out WILL usually result in the enemy team winning (EVEN IF YOU HAVE DOWNED EACH AND EVERY SINGLE ONE OF THE ENEMY INHIBITORS!!!)

When You Are The ADC: Turrets should be your priority (NOT KILLS!!!). TURRETS ! I CANNOT STRESS THIS ENOUGH!!! DO NOT CHASE PAST TURRETS FOR KILLS IF YOU CAN GET A TURRET!!! Even if the rest of your team chases, try to V-Ping them, and spam-ping the turret, and if they don't listen, then as long as you've gotten the turret, you haven't wasted their sacrifice of creating a huge opening for you to hit the turret if they've died, for it gives gold to your entire team, and you like when your team has more gold, right, Right, RIGHT??? Then GTFO if you got a turret when you see that enemy death-timers are ending (otherwise you are doing what is called: over-staying). V-Ping everybody else to GTFO, too, just before enemy death-timers end.

When You Are The Jungler: Ask someone else who mains jungle (I am clueless about this role right now so it's probably not something in which I should give any advice). The only thing that I really know about current jungle is that some of the top-META jungler picks are amongst Elise/Shyvana/Rengar/Warwick/Xin-Zhao/etc.

Back to Team-Fights: ALWAYS remember the OPTIMUM Team-Formation (your hopefully 2+ tanks are ALWAYS in front & everybody else is ALWAYS right behind for any potential follow-ups/counter-attacks), and unless your team is full of Wombo-Combo, wait for a good opportunity for a COUNTER-Engage for better chances of winning (I am a Kennen-Main & find that it's optimum for me to wait for a counter-engage, rather than an engage, because counter-engaging allows me to CC the enemy team to prevent them from using their abilities as my own team may have also been CC'd from the engage, thus negating too much advantage that the enemy team may have had from CC'ing my own team, because a shit-ton of damages could otherwise would likely be landed, and also makes it less-likely that I am myself CC'd during my AoE-burst/CC upon the enemies)

Following these tenets will usually get you a win more often than not (probably). I am simply speaking from the « experiences » that I have had in ranked yolo-queue, although these certainly are not the only strategies (siege-teams seem to have no real counters [i.e.: Jayce + Cait + Lux + Nidalee + Karma]), and split-pushing probably also works against a slow-moving composition (such as some combination of Udyr/Tryn/Shyv/Yas/Yi/TF/Shen/etc), and my own experiences do not necessarily reflect the experiences of others.

Luck & Queue-Dodging: The main variables that remain are simply your luck with the match-making & how many annoyingly broken picks that the enemy team gets (like, yeah, I would probably just queue-dodge if the enemy team has Diana/Voli/Fizz/Garen all on the same team, and the art of queue-dodging is also apparently a necessary skill for climbing & avoiding time-wasting [such as when some n00b steals your role then counter-picks himself, especially if they are still in or fresh from provisionals, and it's even worse if their W/L-ratio is in the negatives, and if those two conditions are met, you can be guaranteed that they will feed & be the cause of a loss, and you're better off not wasting your time or sacrificing your MMR]).

Do Your Home-Work: Always double-check the stats of your team, before proceeding, such as with the EloPhant client, because one extremely inexperienced feeder will lose you a game much more easily than a Challenger-Smurf can carry your team, unless you're matched against completely incompetent opponents.

Ping Your Objectives... CONSISTENTLY: PING PING PING PING PING!!!

Ping Your MIA: The MOMENT your lane-opponent disappears from view, !-Ping (WARN-Pinging) BOTH your Top AND your Bot-Lane, followed by ?-Pinging (MIA-Ping) your own lane, and if you're in the top-lane or bot-lane, then spam V-Pings down/up the river towards mid, followed by a !-Ping at Mid, and ?-Ping from your lane, follow if you know for certain that they're heading to another lane (ESPECIALLY if your opponent is of the Assassin-Archetype as you want to PREVENT them from being ABLE to Snow-Ball from the rest of your team at ALL costs because... snow-balls, man, they will give you a VERY bad day trying to prevent it from further snow-balling IF it gets started).

I know that there are also other pinging-strategies but these basics should at least be the MINIMUM that are INGRAINED into your Ping-Style (and done CONSISTENTLY). I have learned a bunches of other things from experience, such as joining your bot-lane for fights to give them more advantage if possible, and increased chances of securing dragon-control, unless they are already so far ahead that you can just concentrate on pushing your own lane, but I will just leave it at this for now. Feel free to add whatever I may be missing. I will Edit/Update into main post if it looks to be something that should be included in this original-post so that people don't miss it from potentially being buried in the responses depending on how many responses this thread gets...

12 Comments

Da Gronch8/31/2015, 9:35:17 PM1 votes

+1 for you, great tips to follow for even normal's. So many people don't ping in ranked and normal's alike.

JavelinJoe8/31/2015, 9:45:15 PM1 votes

nice job with the list. just to add one point is that if you go mid ADC carry make sure they are capable of heavy damage aoe, like Jinx and Viktor for example. Both do massive aoe damage, one can melt objectives and the other can clear waves instantly. don't go single target assassins like Zed or Syndra against a well rounded team when your going 3 tanks (unless it is Vayne with great peel) because you will get focused and killed potentially before you kill there carries.

cloman1009/1/2015, 3:29:13 AM1 votes

thats why i rush Fom on thresh and leo then rightest or zzrot, then i follow with full tank or zekes/banner for split/ synergy :Pb3 gg

Citadel9/1/2015, 3:53:08 AM1 votes

why ban morg? she is barely ever picked in my experience (gold 1). morg doesn't always win, at least as much as you claim she does

Blastumz9/1/2015, 8:55:58 AM1 votes

{quoted}

Luck & Queue-Dodging: The main variables that remain are simply your luck with the match-making & how many annoyingly broken picks that the enemy team gets (like, yeah, I would probably just queue-dodge if the enemy team has Diana/Voli/Fizz/Garen all on the same team, and the art of queue-dodging is also apparently a necessary skill for climbing & avoiding time-wasting [such as when some n00b steals your role then counter-picks himself, especially if they are still in or fresh from provisionals, and it's even worse if their W/L-ratio is in the negatives, and if those two conditions are met, you can be guaranteed that they will feed & be the cause of a loss, and you're better off not wasting your time or sacrificing your MMR]).

Sadly THIS is the most important section in the op.

Scane9/1/2015, 4:38:27 PM1 votes

I highly agree with you on that ADC part.

GummyBearWookiee9/1/2015, 9:52:02 PM1 votes

Top junglers are Warwick and Xin Zhao? Ok...saying that almost invalidates the rest of this post.

Cindikle9/2/2015, 12:58:24 AM1 votes

{quoted}

Team-Composition:

There was a graph along time ago showing that too much hard CC will weaken your team too. I'd say state 2-3 champions with hard CC. If I recall, 4/5 was actually worse that 0/1.

Team-Formation:

IMO also important for the tanks to know they need to be it he front. Don't play too safe, forcing those with poke/waveclear to have to put themselves further in danger to do their job because you sat in the back. Doesn't mean play aggressive. Just play like a shield, while avoiding what you can.

When to Engage:

Somewhat iffy to me. The team that usually engages is the one that's ahead. But finding the perfect engage time usually dependent on the enemy messing up. While counter engaging, the enemy generally is in the perfect engage formation for you as they move in. But these engages by the higher up team is often from catching someone. Higher you go, the more important it becomes to punish the enemies choices. Rather than your own skill.

Laning: Absolutely avoid feeding. This alone will buy more time for the rest of your team to be able to potentially carry you at least 50% of the time if you're not making any careless or game-throwing mistakes.

Just quoting for truth.

Dragon-Control:

I think generally the rule for dragon is don't do it if the enemy is nearby. It usually dies fast enough even it he early game that if bot is running back and jungle is farming they wont get there in time. Under this idea though, do not hesitate to start it. If you're going to do it, do it. More you wait, the sooner the enemies realizes your bot lane is missing and can respond. Vision control is important. But you can work around that if you know where the enemy is.

He just doesn't deal quite enough damage overall that he's a throw-level objective.

Baron:

Baron is kind of a win-more or desperate objective. Teams that are ahead can control vision well enough to take it out safely. While a behind team may feel forced to sneak one. Just have to remember that towers/inhibs are always better if you can safely take them. If you took out 4 members, and the last one has good waveclear. Baron may be a better idea. But absolutely do not passive up towers/inhibs.

When You Are The Jungler: Ask someone else who mains jungle (I am clueless about this role right now so it's probably not something in which I should give any advice). The only thing that I really know about current jungle is that some of the top-META jungler picks are amongst Elise/Shyvana/Rengar/Warwick/Xin-Zhao/etc.

Overall:

  • Your job is not to win lane, but to be global pressure. Just showing up in a lane can be enough. You have the most influence on the pace of the game out of your whole team.
  • Do not focus on kills. They are great, but taking a flash or sending the enemy to base is enough. It makes them lose farm and important summoners. It is never worth it to gave up double buffs to trade a kill.
  • Ward! You have the most freedom in warding over everyone early game. Get an early pink ward after your T2 jungle item and place it some where near mid lane. It helps a ton. Generally by your red or by the path behind blue. Place it so it gives good river vision. These ward places can often last the whole game for 100g. The big thing here is not that you're protecting your mid, but that you are protecting your other jungle entrances. If mid can only protect one side, the enemy jungler can take the other path and go a long way around through your jungle to get a gank off. Please not I'm not saying it is only your job. But you should be trying to ward almost as much as a support early game. This is VERY important if the enemy is going to counter jungle(Shyvana, Nunu). Your team can catch them in a a place they wont easily escape and get easy kills if you're paying attention. If you're snowballing this is even bigger.
  • Don't take lane farm if you didn't do anything. And don't stay too long for a gank and take their XP. Putting them behind could end up very bad.
  • Pay attention to the other jungler. If you see them ganking top, that's a possible bot lane kill and dragon. Because you know they cannot come to help without a teleport. position (such as some combination of Udyr/Tryn/Shyv/Yas/Yi/TF/Shen/etc), and my own experiences do not necessarily reflect the experiences of others.

Luck & Queue-Dodging: The main variables that remain are simply your luck with the match-making & how many annoyingly broken picks that the enemy team gets (like, yeah, I would probably just queue-dodge if the enemy team has Diana/Voli/Fizz/Garen all on the same team, and the art of queue-dodging is also apparently a necessary skill for climbing & avoiding time-wasting [such as when some n00b steals your role then counter-picks himself, especially if they are still in or fresh from provisionals, and it's even worse if their W/L-ratio is in the negatives, and if those two conditions are met, you can be guaranteed that they will feed & be the cause of a loss, and you're better off not wasting your time or sacrificing your MMR]).

Ping Your Objectives... CONSISTENTLY: PING PING PING PING PING!!!

Ping Your MIA: The MOMENT your lane-opponent disappears from view, !-Ping (WARN-Pinging) BOTH your Top AND your Bot-Lane, followed by ?-Pinging (MIA-Ping) your own lane, and if you're in the top-lane or bot-lane, then spam V-Pings down/up the river towards mid, followed by a !-Ping at Mid, and ?-Ping from your lane, follow if you know for certain that they're heading to another lane (ESPECIALLY if your opponent is of the Assassin-Archetype as you want to PREVENT them from being ABLE to Snow-Ball from the rest of your team at ALL costs because... snow-balls, man, they will give you a VERY bad day trying to prevent it from further snow-balling IF it gets started).

More quoting for truth.

45796282_DEL9/2/2015, 1:46:28 AM1 votes

Like your end game advice. For some reason in lower elos.. i've seen if a team is pressed.. they tend to wander into unwarded territory. Hit the nail on the head... you're already behind because you're pressed and that one death cost the team the fight.

BakedLotion9/2/2015, 1:49:18 AM1 votes

Play Orianna, get fed, 100-0 half their team. worth.