Fighting Isn’t Everything in the League of Legends Late Game


by in League of Legends | Aug, 23rd 2018

I’ve gone over how fighting isn’t everything during the early to mid game and explained why this is so. For one, fighting in the early to mid game doesn’t affect that one would think and things like early game pressure and objective control have a bigger impact as the game moves along.

That being said, you might be wondering how fighting works if you go into the late game over a match. Since, in the late game, most players on the Rift have three or more items completed, it seems like the perfect time to fight.

However, this is not the case. Fighting in the late game is much riskier during this time than it is during the early to mid-game. Furthermore, things like wave management and vision control play bigger factors into this period of the game.

The early to mid game and the late game do share one similarity though. Grabbing objectives is way more important than fighting any day of the week. However, due to its importance, whenever both teams look to contest an objective, it can cause a team fight.

I’ll be going over why fighting isn’t everything in the late game of League of Legends. Many factors have to go into play as to why this is, and after you finish this article, I’m sure that you’ll understand where I’m coming from. Let’s get started!

Fighting is Much Riskier in the Late Game

As time progresses in a match, the respawn timers get higher and higher, meaning that it could take up to a minute for you to come back onto the field. It doesn’t matter if you have ten deaths or one death. It’s all relative.

That being said, not only is it harder to engage in team fights since it will take longer to reset and replenish your stats, one team fight can determine everything which is why you shouldn’t be rash and look for the first fight you can fin.

If you look at the professional player, during the late game, it’s mostly comprised of teams looking to get picks on the other team. That way, they’ll have a numerical advantage if both teams engage on each other.

The goal to get picks on the other team sometimes leads to a very passive style of play where both sides are either advancing or backing off—like a game of cat and mouse in a sense. Sometimes, if one team has the numerical advantage, they use this to help them push down a lane and force a fight.

Other times, they’ll take an objective because they know that if they try to contest, the odds are that they will win the fight since they’ll have more players on the field than the other team does. Of course, the magnitude of the pick varies.

If one team manages to pick out support like Leona or Janna, it could be effective since Leona is a tank and they’ll have no one to soak up the damage. It could also be somewhat useful if it’s a Janna since there will be no one to give them extra buffs from the backline and help them disengage if things get nasty.

However, a pick on an AD Carry or mage is much stronger than getting a pick on support since AD Carries and mages are usually both team’s main damage source for the late game. With respawn timers so high, it would be unwise always to look to fight.

For one, the risk that each team fight holds is too high. If your entire team dies out, you could lose the game right there. If the other team dies out but so does most of yours, then there’s nothing you can do to end the game. You could maybe take a tower or two, but that would be it.

Because the risks of a full-on team fight are so high, you need to do what the professional teams do. Always try to look for picks on the enemy team. If you manage to kill one of their members, then you’ll instantly have the numbers advantage.

Then, try to look to take a big objective like Baron Nashor or Elder Dragon. These objectives will either force the other team to contest it or will bring you one step closer to winning the game. The other option is to push down one lane and take as much as you can.

If they get too close, you can force a fight with your team and either take out more players or shove them back so that they can’t do anything else. These two options are much more effective than forcing five-on-five team fights which could go either way.

Wave Management Kills

There are two types of ways to push a wave towards the enemy base: hard shove and slow push. Hard shoving is whenever you manually push the wave till you reach the tower with your minion wave. This way is much faster than slow pushing but can alert the enemy team where you are since you’ll constantly be in their vision.

Slow pushing is clearing out one enemy minion wave and making sure that your minion wave has more minions than the next enemy minion wave coming so that it’s guaranteed to push out the enemy minion wave.

Then, it will slowly stack on, till it’s a huge wave slowly marching towards the enemy’s tower. This way takes much more time, but opponents are usually more likely to ignore it since there’s no immediate threat there.

If you can use the wave management so that it slowly pushes into the tower, you can deal serious damage. One minion alone can deal little to no damage to a tower, considering how squishy they are, but a whole wave can be a very big threat.

If you watch any professional play, the players are always looking to push in waves because it forces the opponents to split one or two players off to clear these waves, leaving three players to guard one lane. Timing is key in these situations, and when players have to handle waves, it can be a great time to strike.

With appropriate wave timing, it means that one team can get the upper-hand for a fight and possibly take out one or two players before retreating and looking to advance their lead. Before any team fight ever happens, the waves have to be pushed in towards your favor.

Wave favor is much more important than team fighting because even if you manage to win the fight, your waves need to continue their momentum. If they were pushed back to the tower, you’d get less out of the team fight than your originally anticipated, and that’s not what you want.

However, if you win the team fight and all three of your lanes are pushed in, that’s not only three free towers, that gives you more time to clear out other objectives like Inhibitors and maybe even a Nexus turret if you get the chance.

Afterward, because the waves are pushed in towards you, that also gives you a time gap to look for other objectives like Baron Nashor and Elder Dragon which are both equally important to your cause of winning the game.

In short, wave management has a bigger effect on team fights than you would think. They can either hinder your ability to go for towers after a fight or let you end the game after a fight. They also give you the opportunity to look for picks if done right which in turn could lead to you ending the game.

Baron Nashor and Elder Dragon are Top Priorities

If you want to start a team fight, then try to look for Baron Nashor and Elder Dragon beforehand. As I’ve said before, team fighting isn’t everything in the late game but it will eventually happen, and the winner of the team fight will have a chance at closing out the game.

To give yourself an edge over the team, try to take Baron Nashor or Elder Dragon. If you can take both, then that would be great. You’re in an even better spot to win the game. Both of these objectives give you the stats you need to be able to take down the enemy team.

Baron Nashor gives empowered ability power as well as attack damage with extra health and mana regeneration if you need it. Elder Dragon lets you burn your enemies for true damage when attacking them, granting true sight.

They also empower every single dragon buff you got beforehand, meaning that if you got an Infernal Drake, the amount of attack damage and ability power you received from that buff would increase by far.

Both of these objectives are key points to helping you win the game. They give you more ability power, attack damage, and buffs that grant you an advantage over the enemy team whenever you fight them. Naturally, when the stats are higher in your favor, you’re bound to win if you do everything right.

Vision Control

Before any team fight occurs, you need to know where the enemies are and this is a key element to winning. If you don’t know where the enemies are, how are you supposed to rally and fend them off, especially if you’re going for an objective?

If you know where your enemies are and they don’t know where you are, then you’re instantly at a better position than them. It can set you up for potential ambushes and surprise attacks that they won’t see coming…literally.

To do this, you need to be able to set your wards in strategic places. Whether this is in the river—a place where almost every single player will eventually cross through—or in bushes inside the enemy jungle, you need to be able to set them where you know they’ll walk through.

Always make sure you ward the major objectives like Baron Nashor and Elder Dragon so that they can’t do it without you seeing that they are there. Doing so will allow you to be able to contest these objectives from the enemy team.

Clearing wards are just as effective as placing them. Whenever you clear enemy wards, this results in them losing their vision control so that they can’t see the moves that you’re going to make. If you’re looking to ambush the team, making sure that the vision there is gone can help you get that pick that you need since they won’t know you’re coming.

Overall, vision control is one of the most important factors inside League of Legends, and it helps you secure objectives without the enemy team knowing. It also helps you set up plays without the enemy team knowing while at the same time giving you insight as to where the enemy is.

Conclusion

I understand that team fights in League of Legends may seem important due to how a late-game win in a team fight can result in you taking down their base and winning the game, but there’s so much more to it than that.

You need to be able to understand that a team fight in League of Legends isn’t as important as vision control, grabbing big objectives like Baron Nashor and Elder Dragon, or wave management. Each of these three things is actually what makes up a team fight and what makes them such a high-risk.

Sure, there’s going to be at least one big team fight within a match of League of Legends, but unless you put these three things into use—vision control, objectives, and wave management—each fight that you take will be too high of risk with little reward in exchange.

I hope you learned something from today’s article. Team fights are a great part of League of Legends, and they make the game fun but knowing the importance behind the other parts of the game can make all the difference.

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