Hi. I haven't seen such thread in a long time, so I wanted to create a new one. It's about theorycrafting, focusing on countering comps, explaining why, adding own tips, and entering own comp some other guy has to comment, criticize and counter. It might help a lot of fresh players to understand game mechanics, what is a counter ,how to build teams around champions, how to predict events, it's progress etc. I'll start:
As a matter of fact, we threw the game hard, allowing them to catch up and eventually take the lead, but that's not the case. Thing is, we couldn't get to kennen the moment he bought Zhonya. Our short range was our doom, we had to be in ultimate range to do fight. Warwick couldnt ult Kenny, he was insta interupted by others.
How would you counter such comp and why? Also don't forget to add your own comp at the end of the post, let's keep the knowledge grow :)
hmm, well i'd have to say your best shot is to play an aggressive support bot. i,e Leona or Naut. Along woth maybe an Ez for a counter lane.
yeah You definitly need range to get to kennen. A ranged stun or a rammus flash taunt on kennen would be a good solution to the kennen problem. Seeing Cho is week early you could also go with an early invade steal blue and set him back.
Bot lane dominates as ali tanks the damage and onhit teemo prospers. Ban Lee Sin for a good jungle for twitch and I doubt the enemy team would invade vs an alistar. (Twitch starts red lvl 2 gank mid) get Veiger fed from twitches ganks and Darius can deal with the majority of tops.)
AD: Kogmaw - the range will be too much for teemo. Jann sheild will protect enough from the blind. Janna's slow plus kogs slow will make it easy to be protected from alistar. taking cleanse would be ideal to get rid of teemo blind and veigar's stun, basially making teemo worthless
your team focuses on early game, but but if you get to late, or even mid, your done. teemo will be dishing out a pitiful amount of damage building on hit at a low range, both damage and range nothing compared to kog. janna will surley get oracle pretty early, needing the least amount of gold out of all the supports, making twitch completley worthless. naut + morg ult will be devistating to your squishy team, while kog safley fires away melting down any target he pleases becasue of you ow range. veigar wil be usless becasue of he low farm thanks to morg's pushing. the only initiation you have is darius. if he doesnt grab kog, he will be slowed by kog'e and and janna, and should be taked down super fast.
shyvana/naut -> jungle: shyvana in team fights: can stay in front and can give my team enaugh time to cover some space and gets out of bad situations realy easy
naut can doy the same but he just stays in front and keeps the enemy away from my team with this massiv cc
nidale ap top: dosent mather if he falls behind if she gets counterd as long she gets some farm and dose not feed and even if he dies 2~3 times this team comp can even win with less money as long all get there core items =)
That's a hard one. If noc wouldn't be banned, I would definitely pick him, for his spellkit.
The downside of this team is that when your enemies hard-engage on you, it's hard to disengage without, but then again, there comes janna with her ult. I recently started to look for such things as poke potential, and therefore, I would either pick or ban kogmaw/cait before they do. As for the countercomp itself, I guess I would go with the following line-up:
Top lane - Malphite - his ultimate might be the key to catch teamfights.
Jungle - Dr. Mundo -you need solid tank to soak up all that 1st line poke damage, before you engage
Mid lane - Morgana - low cooldown, high range Q to pick off targets. But what's most important, her spellshield will prevent janna from pushing her back, allowing her to jump into the battle, ult and shield/zhonya, possibly stunning some enemies. Kog/Cait/Nidalee are extremely squishy.
Ad carry - I guess I would go with the Corki, he can Valkyrie into the fight, which is important vs poke comp. Also, his AoE spells and true damage does a nice rampage.
Support - First thought, Leona. Can't think of a better support that can actually initiate a fight. Maybe even blitzcrank could work, if he could luckily grab janna or one of the pokers, that would be awesome.
As long as Janna is unable to cast her ult, your poke comp disengage abilities are quite limited, aside from Cait E i guess and kogmaw's slow. In my opinion, hard engage comp works wonders vs pokers, assuming that pokers will do some sort of mistake, allowing enemies to catch someone.
Basically team plays for late game, where Karthus does massive damage, and 4 other members makes sure Karth can walk freely. They have 2 stuns, aoe taunt, aoe slow w/ armor+mr reduction, snare, hook, aoe knockup. What would you do?
To counter that comp ou would have to go with a mid who can shut karthus down whilst saving an ally.Morganna is ideal for tis with easy farmin, good teamfighting and a spellshield of awesomeness to protect against Karthus's ult and ashes arrow with fast enough reactions. Fizz would also work with the untargetable dodging karthus's ult.
I would have jungle Noct for the ult to jump on karthus (Presuming this is the karth that is aiming to stay alive in teamfights, not die for his passive) and a spellshield for easy ult dodge.
Top: With the noct initiate, we just need someone to protect our beloved Morganna and AD Carry, whilst also dealing out some good damage. For this reason I chose Garen.
AD Bot: I'd go with Sivir or Ezreal. Ezreal for the Poke and strong teamfight AoE ult. Sivir for the spellshield and awesome boomarang with team speed increase.
Support: Zilean: Revive whoever karthus's ult was going to kill ;D and that awesome harass down bot on ashe speed increase if something ever went wrong ;D
ideally the games would have high vision (5 people buy pinks)
and lots of jayce E disengage such that only during a charm hit is there actually a full on burst on that target and when that target is caught if the enemy engages then zyra puts down the ult and cho/j4 start their peel factory as most times the team just kites
zyra/cait lane is OP for high pressure and cho has excellent counter ganks jayce is fine being left alone with the right wards from cho and ahri is a safe high skillcap lane in mid where star player can outplay other teams mids I would play the ahri
My usual go to build would be high pressure aoe comp
ad would be safe ad hopefully with caster (graves/ezreal but cait or trist if others unsafe)
jungle would be either cho/hec/j4 depnding on bans
top would be rumble if we get j4 or zed/kha if we get cho/hec
mid would be ori if we get hecarim and either diana or lux if not
the idea is to have stronger lanes that have potential to 1v2 in case of swaps while holding cc/aoe/and disengage for classic hard engage aoe comp (lux shield op for this kind of thing so she would be picked 2nd over the j4/rumble combo picks)
edit: lux would have TP in case of splitpush potentials same if had diana top or kha top