The other version of split pushers are the ones you will see in competitive games a lot more because they are less risky and they don't require as many resources to put ahead. This style of split push was originally only done by Twisted Fate, Pantheon, and Shen, due to their original Teleporting ultimates.
But it was really popularized to be used by every top laner around the beginning of Season 4 when Teleport had the addition of having a reduced cooldown when used on a structure. This allowed top laners to come back to lane often, apply pressure to one side of the map, and also help their team when needed. Now Teleport is pretty much a requirement for top laners, even with the reduced cooldown effect removed.
So, what do the Teleporting split pushers do? It's fairly simple. These guys really aren't trying to take out objectives, usually because they lack the damage output necessary to do so. They will pressure these objectives, but what they are really looking to do is get a flank off on the enemy team. Teleport behind the enemy team and sandwich them between you and your team. This collapse almost always leads to a winning fight.
The great thing about Teleporters is that you can pretty much always pick them. They are generally very low risk champions, and you should always have the same summoner spell set-up, unlike the infinite pushers. You need to make sure you are always watching the map to look for opportunities to jump right into the action.
If you arrive a few seconds too late, it could be the difference from a won fight to a lost one. If your champion doesn't have access to an ability like Destiny or Stand United, you need to make sure that your team is fighting around an area where there are multiple spots for you to Teleport.
Always try and ask them to ward around so you can join the fight. Teleporting right in the center of a fight can work, but it can also lead to you dying in a split second. Don't be afraid to initiate the fight with your Teleport. If you see a bot lane heavily shoved in with a ward right behind them, by all means, start the 'port. Effectively using Teleport is all about awareness of the map and initiative. Don't hesitate if you know it can work. Well, now you know the origins of split pushing, the two different kinds of split pushing, and how to effectively play as either one.
Remember, split pushing isn't always the best way to go about things, but it can work in some games, and it's a lot of fun. And he has a natural ability at making the opposing team queue dodge the moment you pick him in champ select. Riot Games does not endorse or sponsor this project.
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Image source Had enough of toxic teammates? Put simply, you create global pressure. AD assassins look to take advantage of squishy champions with low mobility in the mid lane to try to find kills early and roam. AP assassins — like AD assassins — also prey on the squishy champions mid lane but are more reliant on their abilities and levels to ramp up.
They take a bit longer to ramp up, but also tend to have safer ways to get out of fights later in the game. In addition to being weaker early, AP assassins also typically lack waveclear, often problematic when the team is behind.
Control mage is the classic class of mid laners. They possess waveclear, hold up in lane, and scale well throughout the game. Control mages are a great backline presence to output semi-consistent magic damage and control zones of the map for your team in fights. Burst mage champions focus on one target and spend all of their abilities to pick up the kill Image via Riot Games.
Burst mages look to dump their damage in one spell rotation to zero out one or more champions. They differ from control mages in that they have less consistent damage. Burst mages pick their one opening in a fight and commit their entire burst.
It also makes them potent laners when they hit level 6 and unlock their ultimate. Poke mages use their long-range spells to try to poke out enemy champions from being able to fight.
They typically have great waveclear and can contribute to fights when ahead or behind. They struggle against hard engage from enemies — due to their limited mobility like control mages.
Support mid laners are often chosen to augment a hypercarry pick on the team. By taking the gold from mid lane, they are able to provide stronger shields and heals and add an even stronger layer of protection to a teammate. They often lack the same damage as other mid laners, but offer some waveclear. Hyperscaling ADCs get disproportionately stronger as they get items. They have glaring weaknesses in the early game that are exploitable during the lane phase — notably lack of range. However if they make it to the late game and get proper peel, their damage output is unrivaled.
These ADCs thrive off a one-item power spike early in the game. They also do well in lane, given their early game nature. These champions all have an initiation tool, very rare for an ADC. That makes them a great pick to cover for other roles. On the downside, they have limited mobility and can be easily targeted in team fights and in lane.
But by nature of being utility, they always bring something positive to team fights for their teams. Melee carries are much rarer in bot lane but still are viable for patches at a time. They are picked almost entirely for their kill threat in bot lane, as it can be difficult to play them from behind. These picks are stronger if a ranged ADC is picked in another role so that the team does not lack in siege potential later in the game.
AP champions in bot lane are uncommon but made an appearance during season 8. They are best paired with a heavy engage support that can attempt to blow up one of the enemy bot laners.
Playing AP bot lane allows more flexibility in loading up on AD damage in roles like mid and jungle. The Enchanter role is what you would expect in a traditional support role in many games Image via Riot Games. Enchanters exist to heal, shield, and buff up their teammates. They often do well in laning phase because they are ranged and add good sustain to their carries.
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