LoL Team Comps: The Split Push/Disengage

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"With so many champions and item builds, the range of possibilities when creating a League of Legends team is pretty staggering."Only as long as you follow the 1-1-2-jungle meta, and dont hope to play a hero more than one or two ways.
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The 1-1-2-jungle is more than a meta. Since you need at least one character per lane + jungler to optimize experience and gold gains, the only "decision" would be where to put the last player. Since the drake is bot, here you are. As long as jungling will be always more profitable than a 5th character on lane, this won't change.For example, in DotA, jungling is far more requiring (meaning that on a game, you can have all the interesting junglers for your strat banned, since there are a lot less characters able to do it efficiently). In addition, you have pulls (way to farm part of the jungle for a laning support while providing advantage in term of creep equilibrium to the lane) and xp is not strictly split (you get more total xp by having multiple characters on a lane). By designing the game this way, there is multiple ways to play it (with or without jungler, trilanes, pulls, duo mids, etc).LoL lacks those options, and the multiple reworks of the jungle haven't touched that at all yet. But the game is still young.
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LoL is still young? Are you kidding me? Since when is a game that's been out for a few years young? Its more like the devs are lazy or are just enjoying the cash cow to not care enough.
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I wouldn't berate him just for his last comment because, apart from this one, what he said is not only true for DotA but also for HoN. Tri-lanes were very prominent in HoN tournaments, as it was 3 solo lanes/jungler/dedicated roamer. There are some very interesting combinations that shift player dynamics in these two games that for better or for worse do not exist in LoL ... at least for now.
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Compared to DotA, LoL is young, yes.Early years meta in DotA was atrocious (full aoe combo, then 4 protect medusa).We need fucking smoke of deceit in lol. But it's too hardcore for newbies who don't want to be ganked. :<
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HoN is very close to older DotA Metas (pre smoke of deceit), so no suprises here!
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I have seen people attempt a double mid, jungler with only 1 person in bot and top. Im interested in an article about this.
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Since you have handled both the splitpush and the poke comp it might be valid to look at the best counter to both those, the hard engage. Particularly Lemondogs in week 5 demonstrated this excellently against Alternate.
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i agree, that would be a good follow up article.
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yay everyone is invisible, great skill involved!
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You should have mentioned that one should not splitpush in soloq or you will get yelled at and reported by your teammates for "not being in teamfights EVAR"
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Yes. It forces people to watch if others are missing and when instead on relying solely on wards. It's a key part of enabling roaming compositions too (since you are not fixed to a line, you can't call miss for the roaming sups).
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Also agreed. I'll do that after I look at alternate lane setups (alt lane setups have been on my mind lately anyway and Gallinarr beat you to it)

With so many champions and item builds, the range of possibilities when creating a League of Legends team is pretty staggering. This has led to a variety of strategies that revolve around a few team concepts which are then tweaked to accommodate specific champions and play styles. Last time I focused on the Poke Comp and I received a request in the comments to take a look the Split Push/Disengage strategy.

THE CONCEPT

Split Push/Disengage (SP/D) has a lot in common with the Poke Comp discussed earlier. Both strategies primarily involve protracted “sieges” around turrets or other objectives. While poke teams are focused on wearing down the enemy team with long range damage, to force them away from the objective or take an unfavorable engagement, SP/D focuses on keeping the entire enemy focused on one objective for as long as possible, so that a second objective can be taken while they’re out of position. The mechanics of this center around the split push tactic. This describes a strong wave-clearing champion in the top or bottom lane pushing minion waves and damaging towers while the members of his team (and the enemy) are grouped up doing something else. Like many aspects of team composition such as hard engages, disengages, and long range poke, split pushing can be utilized by any team comp and is commonly showcased in professional play. However, some champions are better at split pushing than others and it is possible to build your team to optimize the strategy.

This idea of building a team around the split push is the driving design goal of the SP/D comp. The first and most obvious need is to have a strong split pushing champion. This champion should be able to clear minion waves quickly, have good escapes, be very difficult to kill 1v1, and if possible have an ability that can reach across the map. While action is occurring elsewhere, this champion will go to the top or bottom lane and start clearing waves of minions. If left unchecked, the champion and the minions he’s pushing with will take towers. If one enemy peels off there is the possibility of keeping the push going by either killing the defender or forcing them away. If more than one enemy peels off to defend, the champion simply employs his escapes while the rest of his team either takes the objective they were pressuring or wins a 4v3 team fight (and then takes the objective).

The less obvious need is for the other four people on the team to be able to keep five very map-aware opponents fixed on one spot for as long as possible, without being trapped into a 4v5 team fight. That's easier said than done, but you can make choices to maximize your chances. This is where the disengage part of the title comes into play. Choosing champions with escapes, slows, and high mobility will give your team the ability to kite an engagement. You will stay on the edge, pressuring but never engaging, moving away or knocking enemies back when they try to engage, and preventing your opponents from retreating. Your team wants to maintain the status quo to buy as much time for the split pusher as possible.

Countering a split push is difficult if done right. The key elements of a counter will be mobility skill/item related such as Teleport and Homeguard Boots, as well as having strong chase and assassination champions to run down and duel your split pushing or collapse on your kiting team.<--pagebreak-->

HOW TO BUILD IT

Technically any champion can split push and any champion can try to kite, but some excel at it. I’ll highlight two strong choices for each team role.

Top Lane

Shen: Shen is a god tier split pusher. While he does not clear waves as rapidly as some other potential choices, he has one singular advantage. Shen’s ultimate allows him to teleport to a friendly champion, regardless of their location. Therefore, despite heavy split pushing, you will always be able to team fight with your full five. On top of that he’s a big walking chunk of health and sustain, making him very difficult to 1v1 in both laning and the mid game. As a result, Shen is a near 100% pick/ban in sub-Gold ranked games.

Zed: Zed is a very versatile champion who can mid lane, top lane, and jungle with equal ease, but I’m putting him top because I consider his counterpart Tryndamere a bit better in that role. Zed’s 1v1 is outstanding, featuring an extremely high damage ult and the ability to teleport to his shadow clone to avoid skill shots. The clone itself is also his main wave clearing tool, effectively doubling the effect of his two AoE damage abilities. Zed builds AD which also gives him excellent damage against towers.

CEO of Noir., CSM alumni, and LoL noob.