Tips For Climbing Ranked. Yes, Tips For Climbing Ranked, Because Tips For Climbing Ranked...
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
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...
and
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
or
against a well rounded team when your going 3 tanks (unless it is
with great peel) because you will get focused and killed potentially before you kill there carries.