Everyone knows the current meta revolves mostly around roles. How in depth you understand why certain champions tend to do well where isn't really important now but I also am assuming most people know lanes typically have certain roles. But when you're in champion select, calling out lanes isn't enough coordination to avoid redundancies on your team.
Think of roles as fitting into two categories: What are you expected to do by "yourself" (Mostly during laning phase)? What are you expected to do with the team?
The basics of each lane are hopefully obvious. Farm up while denying the opponent farm, secure their tower while protecting your own, help nearby allies, etc. But a lot of people miss what they're supposed to be doing mid and late game in-between team fights: Warding; Farming; Defending; Shopping; Securing Objectives (Pushing, Buffs, Dragon, Baron, Shut Downs, Forcing Team Fights).
People forget that essentially any role and champion can do these things. Some require at least one other person and some champions and roles are better than others at certain things but the most obvious case of missed opportunities between team fights is lack of warding (Usually at the expense of splitting limited farm among too many people to really help anyone).
Splitting up to do different things between team fights isn't necessarily suicide but does require strong map awareness (Read wards). If you want to push and there isn't enough ward coverage, you'll probably need another person on wards for a bit. Yes, more often than not this does mean someone besides the support has to buy wards.
When setting up for a team fight, it's important to think of who, where, when, and why. You wont be able to see who is where and when they're going to be in the fight without good map awareness so why take a chance?
Farming and buffs late game should usually be reserved for those that get the best use out of the gold or benefits (Either the under leveled/ineffective at their role or the strongest carry). Running to a lane to take farm that your ADC just as easily could take to finish your 2nd Warmog's doesn't help your team. A jungler refusing to give blue to his mana hungry APC can be directly responsible for most of the missed kills in the next team fight. But don't refuse to farm if the opportunity is right. Letting creeps go is not only wasteful but can result in the lane being pushed and losing objectives.
Defending is one of those things people will have different opinions about no matter what. In general, 3 more dead champions than the other team should result in an objective (taking a tower, shutting someone down, etc). If you can't trade an objective when you lose an objective, you're losing. Don't get confused and think that losing two towers for killing 3 opponents and grabbing a tower is a neutral exchange.
The amount of farm needed to equate an objective is pretty drastic. If you're saving a tower from a creep wave while only two enemies take a tower, theoretically anything you do would be a loss. In any other scenario involving farming vs defending, you're directly contributing to your team's loss by not defending. 3 enemies on a tower means someone has to defend. Ideally, if you kill all 3 you can take another objective or if 2 people can stall/successfully defend the tower, the rest of your team should be able to take an objective.
Nothing frustrates me more than someone not being around for a team fight or slowing the team down from capitalizing with a team fight because they're shopping. Fucking wait until there's down time. It's one thing to run for a carry to run back and get a Mejai's or something ridiculous before mowing down mid but if your team is in their nexus and you have more than 10% health and are heading back to spawn, you better fucking disconnected.
League of Legends is about objectives. You can go 20/0/15 and still lose. Why? Because the enemy took more or an equal amount of towers and capitalized. You win League of Legends by taking the enemy nexus. You have to break down their nexus towers, at least enemy one inhibitor, that inhibitor's tower, and all the enemy towers in that inhibitor's lane. Super creeps can take the nexus towers and nexus if the enemy doesn't intervene. If you're not doing something to help your team take a tower, inhibitor, or distract the enemy from your creeps, you need to be protecting your towers, inhibitors, or creeps.
Unless you're a carry, farming doesn't directly help your team accomplish its main objective. Denying your opponent farm does hurt your opponent from accomplishing theirs. If you're a bruiser and you're rolling mid game, help feed your carries or win the game before their carries get rolling. Letting people free farm because you're uselessly wandering or dead helps your opponent win main objectives and thus the game. Don't be afraid of dying but be aware of when your team can cover for you if you do. It should take you 3 deaths before they secure your lane's tower.
I know I covered a lot here but the importance of what everyone should be doing and when is vital for the explanation of both kinds of roles which I'll cover later.
Think of roles as fitting into two categories: What are you expected to do by "yourself" (Mostly during laning phase)? What are you expected to do with the team?
The basics of each lane are hopefully obvious. Farm up while denying the opponent farm, secure their tower while protecting your own, help nearby allies, etc. But a lot of people miss what they're supposed to be doing mid and late game in-between team fights: Warding; Farming; Defending; Shopping; Securing Objectives (Pushing, Buffs, Dragon, Baron, Shut Downs, Forcing Team Fights).
People forget that essentially any role and champion can do these things. Some require at least one other person and some champions and roles are better than others at certain things but the most obvious case of missed opportunities between team fights is lack of warding (Usually at the expense of splitting limited farm among too many people to really help anyone).
Splitting up to do different things between team fights isn't necessarily suicide but does require strong map awareness (Read wards). If you want to push and there isn't enough ward coverage, you'll probably need another person on wards for a bit. Yes, more often than not this does mean someone besides the support has to buy wards.
When setting up for a team fight, it's important to think of who, where, when, and why. You wont be able to see who is where and when they're going to be in the fight without good map awareness so why take a chance?
Farming and buffs late game should usually be reserved for those that get the best use out of the gold or benefits (Either the under leveled/ineffective at their role or the strongest carry). Running to a lane to take farm that your ADC just as easily could take to finish your 2nd Warmog's doesn't help your team. A jungler refusing to give blue to his mana hungry APC can be directly responsible for most of the missed kills in the next team fight. But don't refuse to farm if the opportunity is right. Letting creeps go is not only wasteful but can result in the lane being pushed and losing objectives.
Defending is one of those things people will have different opinions about no matter what. In general, 3 more dead champions than the other team should result in an objective (taking a tower, shutting someone down, etc). If you can't trade an objective when you lose an objective, you're losing. Don't get confused and think that losing two towers for killing 3 opponents and grabbing a tower is a neutral exchange.
The amount of farm needed to equate an objective is pretty drastic. If you're saving a tower from a creep wave while only two enemies take a tower, theoretically anything you do would be a loss. In any other scenario involving farming vs defending, you're directly contributing to your team's loss by not defending. 3 enemies on a tower means someone has to defend. Ideally, if you kill all 3 you can take another objective or if 2 people can stall/successfully defend the tower, the rest of your team should be able to take an objective.
Nothing frustrates me more than someone not being around for a team fight or slowing the team down from capitalizing with a team fight because they're shopping. Fucking wait until there's down time. It's one thing to run for a carry to run back and get a Mejai's or something ridiculous before mowing down mid but if your team is in their nexus and you have more than 10% health and are heading back to spawn, you better fucking disconnected.
League of Legends is about objectives. You can go 20/0/15 and still lose. Why? Because the enemy took more or an equal amount of towers and capitalized. You win League of Legends by taking the enemy nexus. You have to break down their nexus towers, at least enemy one inhibitor, that inhibitor's tower, and all the enemy towers in that inhibitor's lane. Super creeps can take the nexus towers and nexus if the enemy doesn't intervene. If you're not doing something to help your team take a tower, inhibitor, or distract the enemy from your creeps, you need to be protecting your towers, inhibitors, or creeps.
Unless you're a carry, farming doesn't directly help your team accomplish its main objective. Denying your opponent farm does hurt your opponent from accomplishing theirs. If you're a bruiser and you're rolling mid game, help feed your carries or win the game before their carries get rolling. Letting people free farm because you're uselessly wandering or dead helps your opponent win main objectives and thus the game. Don't be afraid of dying but be aware of when your team can cover for you if you do. It should take you 3 deaths before they secure your lane's tower.
I know I covered a lot here but the importance of what everyone should be doing and when is vital for the explanation of both kinds of roles which I'll cover later.
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