- The first kind of initiation is the basic tank charge in and force a team fight. This initiation basically relies on the tank being able to disrupt the enemy team, find the Carry and CC him until the team can catch up and pick off the carry.
- The second kind of initiation has to do with picking off a target and forcing an unbalanced teamfight. Often times, teams will sit in the jungle waiting for an unlucky summoner to walk into their trap, and then they quickly burn them down, making the following teamfight 4v5. This requires good jungle vision and communication. Without vision, your team might walk into a trap or get jumped on themselves.
- The third initiation is quite literally forcing a teamfight. It requires a champion with a movement displacement ability such as Blitcrank, Nautilus, or Singed. If a high priority champion is caught and either flung or pulled back to the team, they can make short work of the caught champion, which forces the enemy to come to its aid, or retreat and fight an unbalanced team fight later.
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Wednesday, June 12, 2013
Role - Initiator - Getting Grabbed in Special Places
Every teamfight starts with an initiation, whether it's a tank charging into the middle of the team, someone getting caught in the jungle, or getting grabbed through the wall by Blitzcrank, an initiation is extremely important to the success of the teamfight, and thus the game. Initiations depend on what your team can handle, and knowing where the enemy champions are at. There are a number of initiations used, and I'll explain some of the more popular ones below.
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Initiation is one of the reasons why Malphite, Amumu and Hecarim (Recently Sejuani) are so often banned in ranked matches. All of those champions have a point and click area CC ability.
ReplyDeleteAmumu bandage tosses into the middle of the enemy team, and everyone is instantly locked down for ~2 seconds.
Malphite charges in and does the same thing with Unstoppable Force.
Hecarim dashes in and splits up the team with fear.
All of these champions are exceedingly tanky with excellent crowd control, which can make or break a teamfight, and are what I would call great initiators. It's best to have one on your team always, and some are very banworthy in ranked matches.
The only counter to this sort of brute-forced teamfight is a great communication and vision, which is why they're so good in Solo Queue or Blind Pick games.