I mentioned this earlier, but your primary role in a team fight should be to kill the highest damage target (the ADC/APC). Flash + Equilibrium Strike with a full duration stun onto their ADC will probably win the game in late game (assuming you aren't really far behind). Keep in mind that you shouldn't tunnel vision a target excessively. If you can jump onto the enemy ADC and hurt them enough to zone them out of a fight, you don't need to chase if your spells are down. Peeling your ADC is probably the most important thing now that their ADC is out of the fight. You should never blow any of your cool downs on enemy bruisers or supports unless they're the only ones left after the team fight (can't count the amount of times I've had to ignite a warwick post-teamfight).
Also mentioned earlier, but you should be the one leading the charge into battle for your team unless someone else will. There generally isn't a situation where you HAVE to die, unless the team fight is really close. It's not worth charging into the enemy team, die and then wait for your team to do the rest. Tank for as long as you can and get out if you're getting low. Once you're low, don't leave immediately but stay around to clean up if the fight keeps going (unless you're so low that you can't do anything).
When team fighting, your focus will be very subjective and you will be the judge of who to focus, since there isn't a 100% correct order of focus every game. A few examples could be:
Standard late game all out fight (your jump on their carries and their bruisers jump on your carries):
ADC --> APC --> Off-tank --> Support --> Main-tank
- ADC - for obvious reason. They'll be outputting the most damage and are the highest threat to your team.
- APC - because they'll have blown their CD onto your team or you. They are vulnerable for a short period of time after this and should be killed during this time.
- Off-tank - because they're most likely killing if not killed your ADC and APC. They are the next highest source of damage.
- Support - The reason I killed the support before the main-tank is that by this point, if your team has been mostly wiped out then you should try to pick up the easy kill on the support rather than wasting resources on killing the main tank. If your team is still alive and have enough fire-power to kill the main tank, then it doesn't REALLY matter who you kill first because they'll both die to your ADC anyway and the team fight is already won.
- Main-tank - They'll often be a solid initiate/hard CC initiate and will not carry a lot of damage. What they do have is a TONNE of durability. They'll probably waste your time if you don't have any strong damage (ADC) or they're already very low already. It's often more beneficial to even just ignore the main-tank and push towers while the enemy team is down.
ADC --> APC --> Top lane off-tank --> Jungle off-tank --> Support
- ADC - again for obvious reasons.
- APC - same reasons as the first scenario
- Top lane off-tank - this is a bit subjective and generalised, but if both bruisers on the enemy team are off-tanks, it's generally better to aim the top lane off-tank. This is due to them being a bigger threat since they will most likely have acquired more gold than the jungler. They will have superior damage due to their consistent ability to farm at top and be stronger than the jungler. Obviously if the jungler is 15-1 then they'll be a higher threat and should be focused first. The point here is that you focus the off-tank that is MORE of a threat.
- Jungler off-tank - will often have less gold than the top lane off-tank and thus be less of a threat. Should still be killed so your carry can be safe.
- Support - They'll probably already be half-way across the map if the team fight went sour. If they're sticking around, you can pick up a free kill for the ace, baron, push or win.
These focus routes are a good template to follow during a typical late game team fight. During the stages leading up to this, it is up to you to judge who is the HIGHEST threat and eliminate them. If you catch people out it is generally better to just blow your CD's to kill them unless they're the main-tank. If people are missing from team fights, just go the the highest threat and kill them. Make sure to not use ALL of your abilities if the ADC has not showed up yet. It's not uncommon for a strong ADC to wait in the back lines until you're softened up THEN coming in to clean you up and probably mop the rest of your team too. There may be times when the jungler or top lane are extremely fed and build glass cannon, in these times you might want to kill them before the ADC.
Your focus should be eliminating the highest threat to your team. High threat targets who has less durability will be more important that high threat targets who have more durability.
I'll quickly run through some details and combos you might want to keep in your head while diving certain ADC.
The combo you should use on ADC unless stated otherwise is:
--> AA --> AA --> enemy ADC disengage skill --> Wait for
CD and jump onto them again -->
--> AA --> AA -->
to finish her off not already dead.
Ashe is the queen of kite for good reason. She's actually one of the least mobile ADC in the game. Ashe does NOT possess a gap closer. You should be able to dive onto her and shred through her fairly quickly. Her Enchanted Crystal Arrow will not even stun you noticeably since it will be at point blank typically and your passive will make this short time even shorter. The problem is if Ashe survives your initial burst, she'll make it very difficult for you to catch up to her again without blowing
or waiting for the next
. Her damage is mediocre as she has no steroids but she's the queen of catching you out. If you get caught in their jungle, Ashe could keep you slowed until their whole team moves in from across the map. Overall though, you SHOULD be able to rip her up before she can do anything in most stages of the game.
You should use the standard combo on her. She will often survive the first round of standard combo. What you need to keep in mind is that
cooldown is 2 seconds longer than
. What you need to do is wait for both CD to come off and using both skills in conjunction. Once you use your Q, Ashe will kite you and create distance again very easily without your E.
Caitlyn has mediocre damage due to her weak steroid (passive). She has long ranged and you need to make sure she doesn't poke you too much before engaging. Like any ADC, she can whittle your health down fairly quickly with just auto-attacks here and there. Her ability to kite you is far inferior to Ashe. She has ONE slow which is also her disengage/escape ability. The slow will not last long enough to keep you off her, Caitlyn should be easy prey. If she has her
you may have trouble catching up to her without CC.
She's got long range so don't get poked, her damage is mediocre and her disengage is too weak to effectively peel you.
He deals a lot of magical and physical burst during the mid game, don't get caught off guard by this. He has a fairly solid disengage which can create enough gap between you and him. He generally builds a
too so he won't be any faster than you. In fact, the initiator mastery (even at 1 point) puts you slightly faster than him and allows you to Q again. Use the standard combo and you should be able to catch him fairly easily.
So this guy deals a TONNE of damage in a straight duel. He may at some point be able to just duel you straight up and win. Once you get your durability items though (randuin's in particular) you should be able to facetank what he has and kill him. He actually has no strong gap closer so just:
+ AA + AA
Ezreal is one slippery little man. The problem here is that, your
can be nullified by his Arcane Shift. How is this different to any other disengage ability you ask? Ereal's has the only BLINK disengage ability in all of the ADC. You heard it, the ONLY one. What this means is that, if Ezreal is fast enough, he can E immediately after you Q and gain distance before you can EVER apply your
. You should still be able to catch him after he does this but sometimes you actually won't be able to. He also builds
so your speeds will be the same as yours to Corki.
This blink makes diving him actually pretty hard as the distance means you need to wait for the next bladesurge (or minions in the area). He is definitely one of the more difficult to dive ADC especially with his trinity force procs being applied on his long range Q. Standard combo if he's slow and dumb. If he's fast enough, you can still use the standard combo when you've caught him out, but remember, if he has peel backing him up, you won't catch him. You need to try and abuse nearby minions as free gap closers and snag onto Ezreal. Once he has used his Arcane Shift, you'll be free to just demolish him.
Graves has one of the higher physical bursts in the game while also carrying high AoE. He's definitely a competitive pick a lot of the time, even after the nerfs to his attack speed. He has little utility and really has trouble stopping you. He will build
most of the time and be faster than you. What he doesn't have is a large disengage ability. His disengage ability is also his steroid in team fights and furthermore it's a very small range.
Once he uses this disengage as his steroid in a team fight, he should be a sitting duck and you can use any sort of combination of skills to kill him. If he chooses to use his Quickdraw to disengage you, funny thing is that you can still
him after he used his tiny dash. Standard combo after that and he should be dead.
This guy is basically a higher damage version of
with even LESS escape. He's a sitting duck at all stages in the game. But as I said, he has higher damage than Draven. Even after you've gotten your Armor items, he can still easily rip you to shreds if you walk in his ooze for a long duration. His ooze furthermore isn't an applied slow and bypasses your
. It's simply an area on the ground that slows you. Tough cookie. After you've killed him, there's still more to come. His passive deals a HUGE chunk of true damage. You need to juke this with your
onto nearby minions or champions and just somehow avoid taking the full hit, because it's TRUE damage and a LOT of it.
Standard combo should be more than enough, don't get kited into a choke point where his ooze will destroy you.
If I put Draven and Graves together, what do I get? A strange little champion which has no escape, heavy physical damage and a lot of AoE. Standard combo will be more than enough to pick her off. The main issue with MF a lot of the time is that her passive allows her to kite you quite fiercely until you put it down. Her far superior move speed with passive up makes her a pain to catch. You should aim to pop her passive by using a
blade to damage her from afar and reduce her MS.
I would treat her the same as Corki and Caitlyn put together. A very dangerous ADC during late game. You need to make SURE she doesn't get to poke you for long durations. She has the highest range in the game at level 18 not including temporary range extensions (Twitch, Kogmaw). She has a fairly big gap closer and will be extremely slippery if she manages to get kills/assists. Her disengage resets upon a kill/assist so you need to try and zone her from the fight completely. If she's getting a kill/assist on anyone, it's probably going to be you. Standard combo/Ezreal like combo will be the ideal way to take out Tristana.
This champion just has no escape at all. He's the longest range in the game if he uses his ultimate. Standard combo and he has absolutely no escape so you can simply go to town on this little rat. Not much to say here besides that he's a sitting duck.
This little heroine might be easy prey for you during the early to mid game, but now that we're in late game, she is the queen among ADC. Her disengage is a knock back, one of the unique CC that bypasses your passive. Furthermore she has percentage of maximum health true damage. You need to be using your randuins on her ASAP while making sure that there's a frozen heart on your team. The only way to slow her down is to slow her attack speed down. After all this, her ultimate gives her the ability to stealth every 2 seconds with the use of her tumble. The stealth only lasts a second or so which might make you think that it's not that bad but trust me; the mini-stealths are the most disorienting thing in the game. If you have auto-targetting on (the thing where your character auto-attacks the nearest enemy in range), the stealth will break your focus on her. If you're trying to manually keep up with her, the stealth just allows her to pull an INFINITE amount of juking on you while positioning her disengage to even stun you. This girl is a NIGHTMARE. Try to pull the standard combo, your best hope is to randuins her and hope to god you survive her ultimate duration. After that she's a sitting duck, but if you think surviving her ultimate duration is easy, you're quite the optimist.