New To League/Meta/Team Compositions
Team Compositions (or team comps) can literally refer to the five champions that a team chooses to play in a game, but they can also refer to overarching classes of team comps. Depending on the champions chosen, a team will have different strategies that they employ in order to win the game. In this section, we will discuss a number of different types of team compositions.
A poke or siege composition is a team comp that is geared around dealing damage with long-range abilities, primarily Skillshots, in order to siege turrets. Poke or siege comps are generally very strong in the early and midgame, but fall off in the lategame. They also need to have good disengage associated with them and are generally not very good at teamfighting. When playing a poke or siege composition, you will generally want to avoid teamfighting and focus on whittling down enemies and then taking their turrets
Popular poke or siege comp champions:
Teamfighting comps are geared towards forcing teamfights (frequently over objectives), winning them, and then gaining map control and pushing towers after killing the enemy team. They usually have more than one form of hard engage, a high-damage ADC, and a strong tank. Some teamfighting comps have a power spike in the midgame, while others are more geared towards lategame teamfighting.
Popular teamfighting champions:
Pick comps tend to have very high single-target burst, and a good way to lock down a single target. Their goal is to establish vision control within the enemy jungle and catch out champions while they're moving from one lane to another. After killing that one champion, they further their map control and take towers and/or objectives while the enemy team only has 4 champions alive.
By their nature, pick comps tend to fall off in the late game because at that point in time, all champions are grouped together, so finding an isolated target to pick off is usually very hard.
Popular pick comp champions:
Splitpush comps revolve around splitpushing, or pressuring multiple towers at a time across multiple lanes. The team will either divide themselves into a group of 4 and a group of 1; a group of 3 and two groups of 1 each; or occasionally a group of 3 and a group of 2. The most important part of a splitpush comp is to have a champion with very good 1v1 dueling potential who can ideally also take turrets quickly. This champion must also have good waveclear and should be fairly tanky or at least have a very good way to escape from a large number of people chasing him. It's also important for the rest of the team comp to include a champion with good disengage or counter-engage so that if the group of 4 gets engaged on, they can get out or at least stay alive for long enough for the split-pusher to Teleport and join the fight or destroy a turret. The person that does the splitpushing is usually either the top or mid laner, sometimes even both.
Split-pushing comps are generally very strong in the lategame if their split-pusher can get ahead enough in the early and midgame.
Popular splitpushing champions:
Good champions to have in splitpushing comps: