This guide is about using team compositions to boost your win rates. This is boosting your win rates in solo queue, this is boosting your win rate in flex, boosting your win rates in amateur league and especially boosting your win rate in clash. I want to emphasize that clash is going to be a huge part of this guide. There are five team compositions that we’re going to be talking about today. We’ve got attack, catch, protect, siege, and split.
Table of Contents
Attack is the most common team composition that you’re going to encounter in pro play, in solo queue, amateur leagues, Clash… It’s the most dominant team composition pretty much all across the board in any ELO. So understanding this team composition is very important. It’s also called an AoE composition or a wombo combo composition.
Keys Attributes of an Attack Composition
- You need to have at least one engager.
- You need to have hard crowd control.
- You need to have massive AoE damage.
- You need to have high DPS damage (Usually you want to have both).
The win conditions for an attack composition is that you want a teamfight when your ultimates are up.
Easy to execute.
This is why you see it happen so often in pretty much every single league: it’s easy to execute, and that’s why it’s so useful. The big thing with this composition is that if you try to fight without your ultimates up, this composition starts to fall apart. Additionally, this composition is extremely strong when you get into a choke point, so if you use your ultimates in a choke point against an enemy team, it’s usually an ace.
Next up we’ve got catch compositions. This is the second most popular team composition across the board from Iron to Challenger and pro play. It is also called pick composition or burst composition.
Keys Attributes of a Catch Composition
- Burst damage.
- Single-target hard crowd control.
The win conditions are unfair fights and vision denial, so basically you want to use vision denial to cause unfair fights.
Really really good at punishing mistakes or greed, which makes it really strong in solo queue, where communication isn’t the best and people will overpush lanes, or they will try to push when they don’t have vision control.
The 5v5 team fighting is weaker than a lot of other compositions.
Catch compositions also tend to be really strong in the early game, and they usually go really well with snowballing and are strong in skirmish situations, which makes them exceptional in those early and mid game fights in 2v2 and 3v3.
But if they’re even on gold, they’re going to lose those 5v5 team fights. Catch compositions are not that strong in mid game and late game 5v5 fights, so you are usually looking to snowball early advantage or you’re looking to split people up. If you are fighting a straight 5v5 then you’re doing it wrong with catch compositions.
Protect compositions are not played that often in solo queue, as they do require a little bit more coordination. They are played a lot in amateur leagues and the professional scene, and also in Clash.
They can be played with one or more hyper scaling threats. Usually two (or even three) threats is what you’re looking for.
Keys Attributes of a Protect Composition
- You need a hyper scaling threat. Kayle, Vayne, Kog’Maw, Cassiopeia…
- They have a lot of high DPS that scales very well into the late game.
- You need disengage crowd control, and a lot of enchanters and wardens have this.
- Utility. Shielding, heals, attack speed buffs, resurrection mechanics… The more, the better.
The win conditions are 5v5 teamfights in which you keep your carry/carries safe. If your carries fall then you’re in trouble in 5v5 teamfights. This is why I usually say that it’s better to have two carries than one, because if you only have one and that one carry falls, then you’re kind of screwed.
They’re very safe and they’re also very tilting.
People tend to dislike protect comps and they’re very strong against the most popular team compositions: attack and catch.
You have to stay grouped as five. Protect comps are one of the most reliant compositions on staying together, and they’re extremely carry dependent, so if you don’t protect your carry or if your carry falls away too far behind, they will fall apart.
Another major mistake that people often do with protect compositions is that they try to draft too much scaling. While protect compositions need to have that hyper scaling, it is not needed in every single position. Some early games is needed, because your team composition advantage means nothing if you lose the early game really hard.
Siege compositions are also commonly called poke compositions. They’re arguably the least played composition in solo queue. They’re a bit more prominent in coordinated play, but even there they’re not very popular, but they can be really strong in the right circumstances. It’s just a lot harder to execute than other compositions.
Keys Attributes of a Siege Composition
- You need long-range.
- You need tower damage.
- You need disengage crowd control.
The win condition is that you’re trying to grind out your opponents. You are not actually looking to fight. You’re looking to just chip away at your opponent. Anytime they try to go for an engage you stop the engage and you chip them some more. It’s a very slow and methodical type of composition.
It gives you phenomenal objective control, arguably the best in the game.
It requires an extreme amount of patience and coordination, which is why they are not popular.
They can fall apart very easily if you’re not careful, but if you do it right, they feel unbeatable. The big thing with siege compositions is that you’re looking to create an advantage early. You need your damage to come online faster than the enemy team’s defenses. You need that poke to be meaningful poke. If you’re just chipping a couple hundred health off of a 3,000 HP tank, it’s not going to be that effective.
The introduction of plates made these comps very snowbally too in the right hands. We’re talking about things like Tristana, Ziggs, Caitlyn… You just rack up those plates, drop the first tower, rotate, drop the next tower, drop another one… and you can get this huge influx of gold.
If you play siege compositions correctly in the early game and you knock down a bunch of plates.
These compositions are all about patience, patience, and patience. You can’t be bloodthirsty and you have to be objective-focused. You’re not looking or fights, you’re looking for objectives. So you’re looking to knock opponents into threatening ranges where they could potentially die which will force them to back off and then you can able to take the objective for free basically.
Split Push Composition
Arguably the third most played composition in solo queue, but it’s not played a lot in professional play. The reason for that is that it’s generally considered too high-risk at the professional level, but when you’re playing in solo queue, where communication is worse, then people don’t want to defend against split as well. It makes it a lot more effective because split push compositions are the only composition that can threaten multiple objectives at once and most teams don’t know how to handle it, specially if they’re not coordinated.
Keys Attributes of a Split Push Composition
- You need strong duelists.
- You need strong waveclear with the remainder of the team.
- You need disengage.
The win condition is to split enemies apart, and you want to be able to pressure multiple objectives.
You can create a massive amount of pressure where no matter what decision the enemy team makes, they end up losing something on the map. Then you just slowly just chip away at their towers, chip away at the drake, chip away at the Herald…
It’s high-risk. It’s easy to mess up if you don’t have the right communication or are not on the same page. If you overpush it’s really easy to end up getting picked, and then the whole team composition falls apart.
There are two flavors of split push compositions: 1-4 and 1-3-1.
1-4 means that there’s one split pusher and then a group of four. 1-3-1 means that there are two split pushers and a group of three. 1-3-1 creates more pressure, but it’s harder to execute. 1-4 is a bit more common and easier to execute. The downside is that you only create pressure on two lanes instead of three.
Split compositions are hard to execute, but when you do it they feel so oppressive because you feel like you’re just ceding the entire map. It’s kind of advanced composition, but it’s incredibly strong in the right hands.
Which composition is the best against which?
Each team composition is strong against two compositions and weak against two compositions, and obviously equal against the same composition.
For example, attack compositions are strong against split and siege, and they are weak against to protect and catch compositions.
In general, there’s a soft counter and a hard counter, but you can overcome these counters if you play them correctly. The soft counter is the one that is closest to your team composition, and the hard counter is the one that’s a little bit further away.
With the attack composition, Attack is a soft counter to Split, and it’s a hard counter against Siege. So that’s something you want to take into account that you do get an advantage if its attack in a split but its not as strong as if it was Catch into Split. Catch into Split is a stronger advantage so the big thing we’re going to focus on later is all about the draft phase.
You want to try and figure out what team composition the enemy is going for and then you want to draft champions that give you a team composition that is strong against their team composition. So if you see the enemy team is drafting an Attack composition, try to draft champions that fit better into either a Catch composition or a Protect composition. You are trying to identify in the draft phase what a team is going for and then you want to pivot your team composition accordingly.
Obviously, there are going to be limitations based off of your champion pools, your familiarity with the team composition, or your familiarity with certain matchups. There’s a lot of competing factors but that’s kind of the underlying thing is you’re trying to get that team composition advantage. But in general, a team composition advantage will make you much stronger in the midgame and the late game.
Best classes for each composition
Now we’re going to talk about what classes in general are better in what team compositions, and you will start seeing some patterns that might help you as far as figuring out what team compositions you and your friends are more likely to do well with.
One thing I want to emphasize is that no champion is bad in any team composition. It’s more about your creativity and skill with the champion. I used to think Shaco was bad in protect compositions and then a Shaco one-trick showed me that Shaco can basically sit on top of a hyper carry and any time somebody tried to kill the hyper carry he would drop boxes. He did even use his clone to block crowd control and skill shots for the carry and it was phenomenal.
They were able to keep the carry alive really well so that kind of prove to me that any champion can do well in any composition if you are good enough with the champion and if you tailor the composition correctly and you play correctly. That said, I do think that there are tier lists that basically define how easy it is to incorporate certain champions into certain compositions.
For S tier, you can just drop these champions into the composition and they’re going to work without thinking about it too much.
For A tier, it works well in most compositions. You can typically pick champions of that class and it’s going to work in that composition.
B tier is a situational tier. It may be great in certain compositions and terrible in others. Very situational.
C tier is even more situational. You’re going to need specific tailoring, specific though processes, and specific skills in order to make that champion viable in that team composition.
Then, D tier. Very rarely works, but it’s not 0%. If you’ve got somebody who’s skilled enough with the champion or who has enough champion knowledge, talk it through and theory craft it, then you can make those champions successful in that team composition. It’s just not something that you’re going be instantaneously able to pick up and be good with it in that composition.
Classes and Composition Graph
Classes are on the left. At the top there are compositions.
You can see that at most each class is S tier in two compositions. But it’s not always like that. For example, assassins are B tier Attack, S tier Catch, D tier Protect, C tier Siege, and A tier Split. Battle mages are A tier in Attack, Protect, and Siege, and B tier in Catch and Split. So some classes are very diverse as far as their S tier in one and D tier in another and its very kind of skewed which champion they want or which team composition they want to go into and some classes are more jack-of-all-trades. It can fit well into any team composition. If a champion can be good in many different compositions, it usually rises their value to be picked earlier in the draft. Because that way you don’t have to show your hand as far as which team composition you are going towards.
Team Composition Pick Ratios
Solo Queue Stats (Estimate)
What these stats mean after all is that if you pick a Protect composition, you are going to have advantage in 80% of the cases, as Attack+Catch are picked 80% of the time roughly, both in professional play and solo queue.
Comment below what you liked or think should change about this guide. Remember to rate it and share it if you found it useful. Good luck on the Rift!
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