How To Pilot Your Composition
Wed 5th Apr 2017 - 10:44am
This guide will explain the basic function of each specific team composition, including a short explanation on how the composition should be played. I will also briefly introduce the strengths and limitations of each composition. I hope that you can use this information to improve your team composition understanding and be able to create your own drafts by expanding upon these basic concepts.
The pick comp is based on high burst, good single target CC abilities and creating opportunities for single kills. It's typically built around an assassin-style mid laner with a strong ganking jungler. When playing a pick comp, it is important to emphasize efficient jungle pathing and vision control (setting up deep wards and denying enemy vision), through the use of control wards and sweeping trinkets, in order to gain the necessary information to make picks. With this, you should be able to successfully make picks by punishing teams as they rotate or catching people when they position poorly.
The pick comp excels at singling out a member of the enemy team and killing them. This creates an advantageous situation for your team by creating a numbers advantage. Once you have the upper hand, it will be easier to push for objectives or attempt to take a fight with the remaining member of the enemy team.
Pick comps are somewhat hard to execute due to the fact that it is hard to set up the proper vision necessary to make picks. In addition, the composition is also partially reliant on the enemy making mistakes.
Example: Ashe, Malzahar, Maokai, Elise, Ahri
As the name would suggest, the priority of your team should be to group up as five and attempt to start a fight with the enemy team. In most cases, this is done with champions that have AoE abilities, such as Orianna or Miss Fortune.
When playing this type of comp, it is important to look for opportunities to create a fight, especially within choke points or around objectives. This composition is strong at setting up around an objective, such as Baron, and baiting the enemy team into fighting since they will lose it otherwise.
There are two major weaknesses with this comp. The first is that the enemy can attempt to split push in order to dilute your teamfighting. The other is, once you fall behind with a teamfight comp, it can be difficult to catch back up since you will be down in gold and experience, which makes the one thing the composition excels at much more complicated.
Miss Fortune, Karma, Poppy, Ivern, Cassiopeia.
Teamfight Composition (Speed/Rotation):
A slightly less used and more versatile version of the teamfight stack comp is a speed comp. Typically focused on AoE speed boosts like Sivir ult, Orianna W, and Talisman of Ascension/Righteous Glory. This team comp relies on superior speed to create a positional advantage for themselves. Having high speed means you can create one-sided engagements in standard teamfights that favor your team. This is done when you kite back to isolate a tank/bruiser diving deep or shifting around the initial engagement point to pressure a flank with higher priority targets. It is important to maintain vision control and make efficient and smart map movements to successfully execute this comp. It's also important to note that when running a Sivir in a speed comp, she must have something (or someone) that can protect her.
This composition excels at making rotations to pressure objectives faster than your opponent. This allows you to create picks or disadvantages for the enemy by having a numbers advantage.
Similar to the more traditional teamfight comp, this comp falters when behind and does not pack the same punch in a full on teamfight as the original.
Sivir, Karma, Maokai, Hecarim, Ryze
Playing a siege comp is somewhat simple, relying on health sustain, reliable tower damage, and either solid counter-engage or disengage. They set up camp at towers and chip away at them until they fall.
The siege composition is built to take towers and create a gold lead off of this and then snowball that lead into being able to push the enemy off objectives and win teamfights.
This comp is not extremely strong when behind and if they do not have enough counter engage, it is heavily countered by engage-heavy compositions.
Caitlyn, Nami, Poppy, Elise, Jayce
The poke comp is usually comprised of long range spammable or hard-to-avoid damage. The poke comp attempts to produce pressure with constant barrages of skillshots and long range damage and/or zoning tools. This allows the poke comp to sometimes do enough damage to a champion to make him/her recall to base to heal, simply because he can't risk getting hit again. This window creates a numbers advantage window for the poke comp, where they can push objectives like towers/dragon/neutral buffs. What type of objective you pressure is based on the layout of your poke comp.
The laning phase for a poke comp is extremely important. It is paramount for the poke comp not to get too far behind in XP/gold. Your focus is to not be engaged upon and kite back in most cases. Sharp movement around the edges of dangerous initiation zones is very important. Judging these distances on the fly is difficult, and it takes practice to get it right. Another important attribute for the poke comp is wave clear. If you cannot reliably clear minion waves when poking, you end up losing a lot of the pressure of your team comp.
It is extremely important for a poke comp to not lose laning phase. Once behind, it will be very difficult to mount a comeback as a poke comp. Also, if the enemy team has healing through a Soraka or Nami, or a tank like Maokai, it can be hard to poke out the enemy team and pressure them off objectives. Lastly, poke comps usually struggle against engage-heavy compositions that can force them into a teamfight, therefore it is important to understand your limits and play according to the situation.
Ezreal, Nami, Nautilus, Elise, Jayce
A team comp designed to dive towers and take objectives by force. With this type of composition, your main focus is to pick champions that are strong usually in the early to mid-game and then snowball a lead off of the kills and objectives that you have taken. When playing this comp, it is important to play with controlled aggression and not recklessly. It is necessary to still understand when your spikes are and when you can fight so that you are able to take advantage of the enemy’s weaknesses.
This comp makes use of champions that are either strong in the early to mid stages of the game or spike at level 6, such as Lee Sin and Twisted Fate in order to force fights with the enemy team, in which you have the upper hand. Through this, you can punish teams who are weaker or out of position and take objectives. Then snowball your lead so that you can fight and take even more objectives by pressuring the enemy to back off or fight you.
This composition is incredibly weak once it falls behind. This is due to the fact that all your strength is concentrated in getting ahead early and pushing your opponent over, this becomes difficult once behind. Another weakness is that enemy comps with heavy disengage or hard CC are usually able to punish dives and other aggressive moves.
Ashe, Lulu, Shen, Rengar, Ryze
-Split Push Composition:
Split push comps (either 1-3-1 or 4-1) are extremely difficult to execute and take solid shot calling and game knowledge, as mindlessly pushing top and hoping you out push the enemy is not a strategy. Usually, you want to try to funnel resources into your split pusher in order to get them ahead so that they are in a position to carry. These types of comps take a lot of communication because you need to be able to call for TP from the top laner or call off engagements. There are usually 2 types of scenarios with a split push comp. First, you have a split pusher and the other 3-4 members are meant to wave clear and play safe so that the enemy team can’t take objectives for free or get kills. The other scenario is that you send your top/mid to split against the enemies split pusher in order to keep them out of the fight. This is usually done when you feel you are at a stronger point than your opponent or your 4v4 is better.
When executed properly, a solid split push comp is fairly hard to counter. By the rest of the team playing safe, the enemy is forced to either react to the split push with multiple members and give up objectives or allow the split to continue. They fall into the trap where they feel like they must take any opening for an engagement and may over extended and can be punished.
The main weakness of this comp is that it cannot succeed if you fall behind at all. If your split pusher cannot keep up or is behind the enemies, then you have no pressure and will have to concede objectives due to the pressure the rest of the enemy will exert.
Varus, Lulu, Fiora, Lee Sin, Orianna
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