Hello Summoners, and welcome back to another Proguides video. Based on your requests, we’ve 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! It’s definitely a broad topic, so we’re going to do our best
to cover everything from general team-fighting, to win conditions, and specifics based on your role.
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To start off, let’s talk a bit more about team-fighting in general. The two most common types of team-fight
styles are “front-to-back” and “diving.” 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 who’s role doesn’t 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 you’d think. You hit the front-line first and
then once you finally kill them, you move onto whatever targets are available. Typically, you’ll want to take this
approach when it will maximize your DPS from your carries, or you can
take this approach simply because they’re stronger than the enemy team’s
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 there’s a priority
target on the enemy team. When they’re stronger than your own carries, or
because they’re the only thing keeping the enemy team afloat, you’ll 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 can’t 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. There’s so many
things that you need to think about and so many factors that come into play here. It’s 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 you’re 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 you’re 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 Kog’maw
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. Let’s 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
Sejuani’s 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 it’s
still ticking. Any fight where they can’t cleanly engage on the Twitch, they should
immediately back off because they’ll 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, let’s talk
about the role-specific stuff. It’s 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. It’s 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 Maokai’s 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. Don’t 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 you’ll 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 diver’s goal is pretty simple, focus on the priority targets of the enemy team. What’s
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 you’re 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 don’t 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 they’re
back-liners, you’ll usually only be able to do this if you have a flash
advantage or if another teammate can set you up. When you can’t reach the
back-line, you’ll play to maximize your damage instead. In games where you’re not
extremely fed, it’s also important to position carefully. You need to position
in front of your teammates to provide pressure, but you can’t overextend. Since
you have a hard time reaching back-line threats, recognize when it’s 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 you’re doing a good job. An example
would be that you dove the enemy Marksman, but their four teammates are ignoring you. If you’re not
strong enough to kill the marksman, you’re 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, let’s talk about the back-liners.
Enchanters are supports who excel at empowering their teammates. They’re usually able to provide
some form of disengage and provide utility in the form of CC, extra damage, or healing. While
you’re in the back-line, that doesn’t necessarily mean you’ll always be peeling. Sometimes, you’ll
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, you’ll 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, you’re going to need to stay behind them; but don’t 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 a “front-to-back” style 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, you’ll 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 you’re whole team is hitting him with you. A Maokai
who’s 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. You’ll need to determine if they
have long or short cooldowns and if you’ll put yourself at risk by committing to finishing them off.
There are rare cases where you don’t want to play front-to
back as a Marksman. This again, comes down to the
priority system we just discussed. If there’s a backliner who’s in your range, you need to determine if
it’s in your best interest to dive them instead. Especially on mobile champions like Lucian, Ezreal, or
Vayne, you’ll 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. You’ll 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.
You’ll want to land some poke before the fight occurs as this is your greatest
strength. By getting your opponents low, it’ll 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 they’re 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 don’t win front-to-back, focus on landing crucial
abilities onto priority targets. Let’s 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 isn’t their greatest strength. Instead, they specialize in
defending their allies. They typically act as their team’s mid-liners because they are equally strong on either side of the team-fight.
In cases where the team lacks a true front-liner, they’ll soak damage or protect their allies, allowing them to maximize their damage.
In cases where they’re teamed up with strong divers, they can instead support them with crowd-control, damage, and be that extra body.
Unlike the Vanguards, Warden’s aren’t the most straight-forward tanks. What matters most to a Warden
is understanding win-conditions of fights. It’s 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, you’ll 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 he’s 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, you’re 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 they’re not very tanky, they’ll sometimes need to
move into the front-line to ensure kills on priority targets. Again, you need to assess what’s 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
they’re in a pretty awkward situations most of the time. While they deal insane damage, they’re squishy and attack from Melee
Range. Unlike Marksman, they don’t 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 it’s time to go ham. There’s a reason why Yasuo’s fabled 0
and 10 power spike exists. Use your abilities effectively and play towards your team’s win conditions. If it’s 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, they’re almost always
looking for opponents to pressure the backline, even when they’re not priority targets. Similar to Juggernauts,
they’re usually reliant on flanking and having flash available to them. Most fights will start with
you hitting front line champions. You’re looking to maximize your damage, but always on the lookout for
chances to dive onto the backline. Even if you’re 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, you’re usually sitting off to the
side or zoning enemies. You’re far far too squishy to jump head-first into the
enemy team, you’re 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 it’s 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, it’s even possible to
deal damage while also zoning off carries. For example, if you’re 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 don’t 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 let’s 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
Proguides.com for more content like this. On Proguides.com, we’ve partnered with
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level, so don’t miss out on that opportunity! Good luck on the rift, and we’ll see you all next time.