Follow US:

Practice English Speaking&Listening with: The ONLY Teamfighting Guide You'll EVER NEED - League of Legends

Difficulty: 0

Hello Summoners, and welcome back to another Proguides video. Based on your requests, weve decided to make a

guide on team-fighting. Feel free to leave any feedback or love down below. Also let us know what

you want our next video to be about! Its definitely a broad topic, so were going to do our best

to cover everything from general team-fighting, to win conditions, and specifics based on your role.

But before we get started, make sure to go to if you want to see HUGE improvements to your rank RIGHT NOW.

With their pro pass you get exclusive pro courses and Proguides has an amazing feature called Instapro which provides

unlimited, 24/7 on-demand coaching from the best of the best.

Over 100,000 gamers have used InstaPro TODAY and ranked up

significantly. So, dont miss out on this opportunity, and RANK UP NOW using the link below. Alright, lets get started.

To start off, lets talk a bit more about team-fighting in general. The two most common types of team-fight

styles arefront-to-backanddiving.” In most fights, teams are divided into 3 lines.

The three main lines are: The Front-line: which are your beefy fighters, juggernauts, or tanks

The Backline, who is your main source of damage or enchanters Middle-line: Champions whos role doesnt conform

to either of the first two. This mid-liners jump between front-lining or back-lining based on what the best

course of action is for them.Think Assassins, Melee DPS, and some supports such as Rakan or Yuumi.

In Front-to-back teamfighting, the fights go out just how youd think. You hit the front-line first and

then once you finally kill them, you move onto whatever targets are available. Typically, youll want to take this

approach when it will maximize your DPS from your carries, or you can

take this approach simply because theyre stronger than the enemy teams

carries. Naturally, if both teams play front-to-back in team-fights, the one with more damage will win.

Diving, however is a team-fighting strategy that you should take when theres a priority

target on the enemy team. When theyre stronger than your own carries, or

because theyre the only thing keeping the enemy team afloat, youll want to

do your best to avoid front-line and go straight for the enemy backline.

With that stuff out of the way, we need to talk about win-conditions. Win-conditions are the

most important concept to understand in regards to team-fighting. Even if you possess

the most out-of-this-universe-level mechanics, you cant be the next Faker without understanding how to use

them effectively. A win-condition is another self-explanatory term. You need to understand how

your team can win a fight in order to understand your own role in that fight. Theres so many

things that you need to think about and so many factors that come into play here. Its actually

impossible to create a methodical method that will work every time to determine these,

but our analysts have done their best to explain the general thought process with the following.

The first thnig that you should do is assess item and level differences between teams

This is the most simple way of looking at a fight. If one team has more items or is a higher level, that means that they have an

outright power advantage. You can usually look to start a team-fight when youre stronger, or play to avoid them while weaker.

You need to be able to determine who is the main threat on either side

Not every fight is played out by diving the enemy mid laner or marksman. Sometimes, a fed

Renekton or Riven is the greatest threat and youre going to have to focus them down first.

You need to consider the strengths of every champion and what scenarios best fit them

This is the hardest part, but is absolutely essential. You need to put into

consideration a couple things, such as which parts of the map are best for fights. A gangplank

or kennen would much prefer to take fights in choke points rather than open space. A Kogmaw

would rather have a fight in open space, that way he has more room to dodge abilities and position better.

Is our team better at engaging or disengaging? What about their team?

Team compositions with strong disengage or good zone control would prefer to have their opponents come

to them. A Janna would want to disengage the main initiation, then proceed to chase the enemy team

down. An Orianna, however, would want her enemies to clump up while diving to land huge ultimates. On the

flip side, a Bard or Sejuani want to hard engage with their ultimates and then pick off a key target.

What you should be considering is which abilities are crucial for a fight.

If a certain member of either team is hard carrying fights, you need to consider those ultimate and summoner spell cooldowns.

A good example would be ir Team A has a fed Twitch, while the rest of the team exists solely to support him. This team would

want to only fight while Twitch has flash and when his ultimate is ready. In cases where the enemy team is also missing crucial

flash cooldowns, it could still be acceptable to look for fights because of how much damage their hyper carry can deal.

On the opposite side, team B would focus primarily on picking off twitch

or at least making him waste its flash. Lets say that the only engage

they have is Sejuani ultimate. Their only win condition is to kill Twitch, so anytime they can, they should look to hard engage with

Sejuanis ultimate right onto the Twitch to either kill or force him to blow as flash.

If he does waste that crutial cooldown, Team B can look to re engage later while its

still ticking. Any fight where they cant cleanly engage on the Twitch, they should

immediately back off because theyll likely lose due to how much damage she does.

Considering this information, you need to make the judgement call of

whether or not you should fight, and also how you want to fight. In a

tighter corridor, or in the jungle where brushes are abundant, it would

be easier to surprise enemies from the fog of war and to land abilities

on them. With the more general concepts out of the way, lets talk

about the role-specific stuff. Its a long list, so we want to keep

this organized by starting with Frontliners. Remember that not every champion fits just one niche, in fact many fall into multiple roles.

Tanks fall under two categories Wardens, who are mid-liners, and Vanguards.

Vanguard are the offensive tanks who want to lead the charge. Your goal is to

look for hard-engages and lock down your opponents. While this might sound simple,

proper execution depends a lot on your set-up. In order to team-fight well, the

most important steps a Vanguard can take are actually vision control and flanks.

This are things you should be looking to do before a team-fight.

As a role that generally lacks damage, you need to make sure that your team is

nearby to follow up on your good engages and also make sure that, well, there again, great engages in fact.

You NEED to prioritize the vision control via control wards or even a sweeper.

If your able to flank from the fog of war, or with Teleport, you can catch out priority targets. Engaging directly

from the front is tipically not ideal. Its pretty simple; you see a big scary guy running at you, and your natural

instinct is to run away. Enemies can make sure to stay out of Maokais W range, or retreat when they see

his ultimate coming. When you see a Nautilus, you can maintain your distance if you have vision of him.

The only exceptions to this are Sion and Ornn, since their engage range is long enough and difficult to react to.

During the actual fights, remember this. Dont instinctively choose the enemy Mid or Bot Laner. Choose the priority

target. Incidentally, it usually is a mid or bot laner but remember that your goal is to initiate on the most important

member of the enemy team. Sometimes, this means youll want to go on the fed Irelia or the annoying Ivern rather than

the Caitlyn. Fighters, otherwise known as bruisers fall under two different categories. Divers and Juggernauts.

Divers are champions that excel at closing the gap between themselves and their opponents. Unlike tanks

and Juggernauts, they tend to be more fragile, but possess greater access to the back-line in return with good mobility.

A divers goal is pretty simple, focus on the priority targets of the enemy team. Whats

hard about this is the timing. You need to have a strong understanding of how fast you can

kill a target and also where the other 9 players are. Most of the time, enemy teams

should recognize what youre trying to do and work to prevent you from doing

As a squishier front-liner, you need to wait for your opponents crucial cooldowns

need to be wasted, or you need to have lethal threat on your targets. Usually,

divers are stronger at pick-making or smaller skirmishes. With less opponents

in smaller fights, Divers dont need to worry about their lesser durability.

Juggernauts are tanky champions that sacrifice mobility for damage. With your

lack of mobility and back-line access, you need to either flank or have your

opponents come to you. In either case, prioritize vision control that way you can

catch enemies from fog, or prepare yourself to turn on engaging enemies.

In an ideal fight, you want to hit priority targets. In the case that theyre

back-liners, youll usually only be able to do this if you have a flash

advantage or if another teammate can set you up. When you cant reach the

back-line, youll play to maximize your damage instead. In games where youre not

extremely fed, its also important to position carefully. You need to position

in front of your teammates to provide pressure, but you cant overextend. Since

you have a hard time reaching back-line threats, recognize when its best to

stick to hitting front-liners instead of hopelessly chasing and getting kited.

This is a very important skill you need to develop while playing any front-liner actually - you need to

minimize the damage that you take on all champions. Tanking damage

does not necessarily mean youre doing a good job. An example

would be that you dove the enemy Marksman, but their four teammates are ignoring you. If youre not

strong enough to kill the marksman, youre essentially in a position where they can hit you for free. A

fantastic front-line player would be able to recognize this and instead only zone out the Marksman, then

immediately turn back to help his team. This would minimize the damage that he takes, while also maximizing his

impact on the fight. Sometimes, this means you need to hold crucial abilities to continue pressure on

them, or simply position yourself that way you have the threat of diving onto them without committing so much.

Next up, lets talk about the back-liners.

Enchanters are supports who excel at empowering their teammates. Theyre usually able to provide

some form of disengage and provide utility in the form of CC, extra damage, or healing. While

youre in the back-line, that doesnt necessarily mean youll always be peeling. Sometimes, youll

instead use your abilities to empower your front-line, so act based on the current game state.

If your Marksman or other backline carry is extremely fed, youll play peel-bot duty and basically

act as 4 extra abilities for them. Other times, you might instead need to support your

divers. In most cases, youre going to need to stay behind them; but dont be afraid to move forward

aggressively when you need to help secure kills or being better position for CC lockdown.

Marksman are ranged champions who deal great damage and more importantly threaten

objectives. Almost every fight will be some form of afront-to-backstyle for you. You

only have two jobs as a Marksman, DPS and survival. Survival is pretty important on any

champion, but it's especially important as a marksman. By staying alive, youll be

able to threaten objectives harder than any other role as a result of your strong

auto-attack based damage. As a Marksman, you need to recognize which champions are the

greatest threat to you. In order to maximize your damage, you really need to focus on target

selection and recognize important abilities on the enemy team whether the're on or off cooldown.

Your first step is to recognize which champions are safe to hit. An enemy Talon with flash, ignite and

his ultimate up? Probably not safe to attack, unless youre whole team is hitting him with you. A Maokai

whos already used all his abilities on you? Very safe to hit. After realizing which targets are safe

to attack, you then need to prioritize whichever one is the greatest threat to you and also consider how long

it will take to kill them. Taking out damage threats or champions who provide a lot of utility in a

team-fight will make the rest of it much easier. On the other hand, if a champion is already low enough

for you to kill, you might need to consider finishing them off first. Youll need to determine if they

have long or short cooldowns and if youll put yourself at risk by committing to finishing them off.

There are rare cases where you dont want to play front-to

back as a Marksman. This again, comes down to the

priority system we just discussed. If theres a backliner whos in your range, you need to determine if

its in your best interest to dive them instead. Especially on mobile champions like Lucian, Ezreal, or

Vayne, youll find that you can often ignore less threatening front-liners and jump straight onto carries.

Similar to Marksman, Artillery Mages and Control

Mages play roles as heavy damage dealers. Artillery

Mages sport high ranged abilities. Control Mages have potent ones that cover large zones, providing

excellent AoE damage threat. Target prioritization works similarly to Marksman. Youll want to establish

which enemies are safe to hit and then determine which ones are the most important to take out.

As an Artillery Mage, a lot of your team-fight power comes from before either team even really fights.

Youll want to land some poke before the fight occurs as this is your greatest

strength. By getting your opponents low, itll put them at an immediate disadvantage

if a fight breaks out. Control Mages above all else need to practice patience above all else.

Effective ability usage is essential because theyre able to deal great AoE damage

and pressure off certain areas within a fight. If you waste a key ability, you

temporarily lose their potential to zone control. With patience, they can turn the tides

of fights by watching for clumps of enemies, or catching them at tight corridors.

In cases where you dont win front-to-back, focus on landing crucial

abilities onto priority targets. Lets wrap it up with mid-liners.

The common theme with them is that you need to be able to move between

the back-line and front-line of your own team based on what your team needs.

Wardens are more defensive tanks like Shen, Tham Kench, and Galio. Their

engage isnt their greatest strength. Instead, they specialize in

defending their allies. They typically act as their teams mid-liners because they are equally strong on either side of the team-fight.

In cases where the team lacks a true front-liner, theyll soak damage or protect their allies, allowing them to maximize their damage.

In cases where theyre teamed up with strong divers, they can instead support them with crowd-control, damage, and be that extra body.

Unlike the Vanguards, Wardens arent the most straight-forward tanks. What matters most to a Warden

is understanding win-conditions of fights. Its especially important that you adapt as the

game progresses. Depending on who gets fed on

either team, you need to look at fights objectively

to understand what you should be doing. Sometimes, youll want to look for flanks or

dive with your front-liners. Other times, you need to act as a guardian for your teammates,

peeling for them. A great example is Galio. While hes often there to taunt enemies trying to

dive, or to ult a carry and provide a zone of protection, his role completely changes when paired

with a Jarvan. Together, they act as one of the most terrifying diving combos in the game.

Catchers are more aggressive supports who specialize in lockdown and creating kill threat. Their lockdown makes them

versatile picks who can aid their back-line by locking-down diving front-liners, or instead lockdown foes for the rest

of their team to converge on. When playing aggressively, youre looking to start fights off by catching an opponent

and locking them down. In other cases, your crowd control can be a death sentence

Overzealous opponents who jump in a little bit too aggressively, are your best friends.

Look to always catch them out. Although theyre not very tanky, theyll sometimes need to

move into the front-line to ensure kills on priority targets. Again, you need to assess whats the best play is here. If

your team can win front-to-back fights, look for catches and then immediately reposition yourself to peel for your

back-line. In cases where you need to pick off crucial targets, play more aggressively and assist your frontline.

Melee carries are definitely an oddball and one of the rarer roles in the game. Their only goal is to maximize their damage, but

theyre in a pretty awkward situations most of the time. While they deal insane damage, theyre squishy and attack from Melee

Range. Unlike Marksman, they dont have the same safety buffer of distance and instead have some extra tools in their design to

compensate for it. As a Melee Carry, you need to maximize your impact in team-fights through damage or zone control. It takes a

lot of guts to play this archetype because you need to understand when its time to go ham. Theres a reason why Yasuos fabled 0

and 10 power spike exists. Use your abilities effectively and play towards your teams win conditions. If its playing front-to

back, follow behind your front-line and prepare yourself to potentially dive priority targets if opportunities arise. In cases

where you need to dive, position yourself to do so by coordinating dives with the rest of your team, or flanking back-liners.

Battle mages are the get-in-your-face variant of spellcasters and have the most straight-forward team-fighting

role of all. As a result of their excellent long-term damage and bulkiness, theyre almost always

looking for opponents to pressure the backline, even when theyre not priority targets. Similar to Juggernauts,

theyre usually reliant on flanking and having flash available to them. Most fights will start with

you hitting front line champions. Youre looking to maximize your damage, but always on the lookout for

chances to dive onto the backline. Even if youre not able to kill them, chunking them or zoning them

from the fight will allow you to maximize the impact of your champion. By pushing back-liners out of a

fight, you can either chase them down or turn onto the front-line after rendering their teammates useless.

Assassins are champions who possess burst damage combined with mobility at

the cost of tankiness. During teamfights, youre usually sitting off to the

side or zoning enemies. Youre far far too squishy to jump head-first into the

enemy team, youre tipically waiting your the perfect opportunitie. Depending

on your champion does, this could come about a couple different ways.

For example Katarina would wait for an enemy to get low and also for key crowd

control abilities to be expended. Ekko would look for any opportunity to burst

a target down, and then ult to evade death, then he ca clean up afterwards.

Although its usually not optimal, Assassins can also look to help fight front-line targets. As mid-liners,

they also need to be adaptable and understand which targets are priority. Sometimes, its even possible to

deal damage while also zoning off carries. For example, if youre playing Zed, you can use your E or Q to

help kill a front-liner, while holding your W and ultimate to immediately turn onto a carry that overextends in the fight.

Remember that you dont always need to kill an enemy during a team-fight.

If holding important cooldowns allows you to zone someone away, you can

still deal partial damage, while simultaneously making an enemy useless. Even if alive, a carry not dealing damage is as useful as a dead one.

That was a LOT of content, so lets recap.

We talked about front-to-back team-fighting, versus diving. Based on which

champions on each team are stronger, you need to choose the best approach for that

scenario. Win-conditions are something we need to always think about. Item

differences, level differences, champion strengths, and determining major threats

from both teams will help you determine what win condicion is. Based on these, we need to set-up

the ideal situation for the champions on our team, while avoiding ones that

favor the enemy team. There are several archetypes of champions, and we want to

maximize the effectiveness of our character choice by filling in those shoes.

Thanks you guys very much for watching! Remember guys, you can check out our youtube channel or for more content like this. On, weve partnered with

pro players to create courses designed to take your game to the next

level, so dont miss out on that opportunity! Good luck on the rift, and well see you all next time.

The Description of The ONLY Teamfighting Guide You'll EVER NEED - League of Legends