So I want to present you the possibilities on how to build up the strongest teams...the different team types (cc offensive team, support defensive teams, support offensive teams and so on).
I will describe the jobs of champions in the team for example Ezreal as match maker, Alistar Carry etc...
Every Sunday I will write a new team here in and you are able to discuse it imrpove it and critize it.
Here is a list of the most common types of teambuilds:
Basic
Aggro (3+ offensive champs)
Passive (1 offensive champ)
Wildcard (1 jungler 1 wildcard)
Healer (3+ healer/support)
Offensive/Defensive Team (2 tanks (1carry), 2 dps (1 carry), 1 support)
Stancer (Carry Team)
Crowd Control (5 cc)
Aoe Burst (3+ Burst)
Single Target Burst (3+ Burst)
Map Control (Warding, Ganking, Carriying)
Pressure (5 offensive champs with one offensive support and one offensive tank)
Ganking n Pushing (Ganking, Assasin, Map Control)
1-3-1 (2 Wildcard)
Backroot (Teleport, Flash, Speed)
Mastercarry (1 Wildcard, 4 Carry)
Most used teams:
1. Stancer
2. Wildcard
3. Aggro
4. Pressure
5. Single Target/Aoe Burst
In my opinion best teams:
1. Stancer
2. Crowd Control
3. Map Control
4. Aggro
5. Single Target/Aoe Burst
Why is a Wildcard team a fail?
That's what makes the high elo out. The game experience to counter Wildcards.
Topic is coming soon.
So let's just beginn it.
Today I want to present you a basic team build.
Most people I play in solo queue therefore don't know on how to build a team so I have to dodge...and **** this is just annoying me.
A basic team wins in most of cases just becouse they are overpowered.
A basic team consists of 4 team based champions and one solo champion who isnt believed to play in teams.
I will use the standart terms: Carry, Tank, Support, CC, Damage Dealer (1 = Caster, 2 = Ranged dps, 3 = Jungler, 4 = Melee Dps, 5 = Hybrid based dps)
Carry: Also known as a matchmaker based on build.
They "carry" the match, means they have mostly control of the game, and the team is dependend on them.
I will call an example for it.
- Ashe: A basic known carry. She is a perfect damage dealer and the perfect initiator, also an offensive support with her ulti. She is mostly played in mid - since she is strong she is able to win mid very fast and gain fast levels.
She can support the side lanes with her ultimate and also if it comes to teamfights she is able to initate them and lower the life of the enemys in a simple combo very fast, which makes her the supreme damage dealer.
The only problem is when she gets focused - an important member of the team falls and proberbly this could lead to a loss in a teamfight.
The carry is suposed to place wards and gain map control with them.
Its important for ashe since she can look out and place her ulti right, or even better.
Ashe as matchmaker makes her pinging important situations and initating to strategically moves. If a good ashe is playing or a good carry, you shall listen him/her as matchmaker.
Tank: The best tanks are able to initate fights based in frontal confrontations.
They simply run in and take the first hard damage and aoe damage.
If the tank is good and the enemys have a lot of caster and cc the first spells will be used on the tank as soon as he is front, in ahrd situations he gets ignored.
but the best would be if the enemys use up the spells on the tank and as soon as their important spells are on cd the team strikes.
A tank is also able to carry auren and makes him an "aura carry" an underling of the normal Carry.
Support: support are supposed to stay back and help their teams with casting buffs or healing.
Supports are meant to build on their abilities to make them stronger.
Offensive Casters are able to carry auren and initate fights, also they are able to raise your teamfight ability and make it able to win a fight fast.
They are supportive carrys for example Alistar.
Defensive Supporter like Soraka are able to just heal their team and making it unable to break trough the tanks.
Also she supports ganking very well.
CC: Their job is very important and after an initated fight its their first job to make an great influence on the enemys. CC's abilities are stuns, slows, silence and fears.
The more cc the more offensive strenth you do have.
There are several sorts of CC:
Hard CC: 2 out of four abilities are able to influence the enemys by slow or stun or so.
They stack their abilities with items to improve them.
For example a fiddle sticks with rylais sceptre or frozen heart or randuins omen.
Low CC: They have 1 out of four abilities to influence the enemys.
Mostly the are able to take enemys one on one.
Examples here are carrys like Tristana. Or DD's like Morgana and Warwick.
DD: DD aka Damage Dealer are great disturber.
They use their abilities to make enemys flee and push tower fast.
Champions like Pantheon are able to take out any champion very fast, altough champions like Mordekaiser are able to run in and take out single targets while beeing for eample at tower.
A casters job is making a huge amount of damage as nuke (single target high damage) or AoE (Area damage), another damage type is the DoT (Damage over Time, like Malzahar or fiddle use it).
Ranged dps are simply auto attacker, pushing up their auto attack to simply fire out a lot of damage on single targets and buildings.
Melee dps are used to go after an succesfully CC of the enemys team to take the kills and lead the team on.
Hybrids are situative based and are able to tank and strike or cast and strike.
Its the first thing you shall know basically about how to use your vocation.
Correct me if i forgot anything.
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