Carrying Low ELO

Drunk Rummate·6/8/2015, 3:56:16 PM·1 votes·815 views

People always ask how to carry games at low ELO. A common response is "Pick X champion, they can 1v3 and carry teamfights" or "Pick X champion they have a strong lanephase/earlygame and can carry your team to the lategame even if they all lose lane."

While those aren't necessarily incorrect responses, I believe they're all missing a major point. Winning games is about taking objectives faster than your opponent, not just gold advantage and teamfight strength.

My major tip for this thread is going to be that if you want to carry in low ELO, you need to focus heavily on taking towers as quickly as possible. Taking towers snowballs your team in a lot of ways that you may not necessarily easily see. Not only do you get a lot of global gold, but it also improves map vision and makes neutral objectives easier to secure and it makes it easier to get picks in the enemy jungle.

I know this seems like a really general tip. That's because it is. But if you truly want to carry the game you need to apply this at some point, because going 15-0 on Zed is only useful if you're getting towers every time you double kill someone on the enemy team. Here are some specific tips that may help you take towers more consistently:

  1. Did you kill your opponent? Is their tower open to take? If yes, then take it. If no, then look for an open tower and try to take that. If there are no open towers, take this opportunity to deep ward for a future assassination.

  2. Is everyone on the enemy team visible? Are you near a tower that can be taken/isnt defended? Shove the wave and keep your eyes on the minimap. In most situations, the enemy team will respond with multiple people (because soloqueue is uncoordinated). So if you see them coming for you, run away. You've already generated enough pressure here - this opens up the rest of your team to push waves around the map, gaining you map control. - A surprising amount of times, people will just choose not to defend a turret. They'll be grouped as 5 defensively while your team sieges with some uncoordinated 3v5 siege while your support is dead and you're shoving bot. This happens a stupid amount of times. Unfortunately you can't save your team from going in 3v5, but you can still take a tower while they get triple killed. This is how you carry a losing team, you turn their mistakes into advantages through map and wave control.


Carrying isn't necessarily about winning fights 1v3. You can carry like this, but more often than not you carry by winning a 1v1 or 1v2 somewhere on the map, and turning those kills into towers taken. You generate those 1v1s and 1v2s by smart positioning and careful management of your minion waves.

Don't get me wrong - grouping is an important aspect of winning games, but grouping to siege a tower is generally inadvisable for most team compositions. Unless you have a high poke comp or a Caitlyn/Azir, you probably aren't going to get a turret by sitting there 5v5 pushing in wave after wave. You gain advantages in objectives by killing towers that your opponent is not defending. You generate these opportunities by keeping your side lanes pushed and rotating when you see an opportunity.

5 Comments

Vekkna6/8/2015, 6:48:41 PM2 votes

This is helpful, but I wish you could add a lengthy explanation about how to know when to split from the team to take an objective versus when you need to be grouped to maximize your odds in a team fight.

Taking a tower is all well and good, but not if you lose your other 4 and the enemy team rolls over two mid towers. In your example, the enemy could roll over your team in that 5 v 3 and easily roll to an uncontestable Baron/Dragon or through another tower. When that happens, you will be blamed 100% of the time, and team morale takes a hit.

Thoughts?

A Flying Lion6/9/2015, 10:12:41 PM1 votes

Any good splitpushing champs? Who pushes a turret the fastest?