Why Team Fighting Matters
Team fights decide objectives, break sieges, and ultimately win games. A single well-executed team fight can swing a 5k gold deficit into a game-winning advantage. Understanding your role, positioning correctly, and focusing the right targets separates players who carry from players who get carried.
Positioning by Role
Frontline (Tanks/Bruisers)
Your job is to engage, peel, or zone enemy carries. Position between your carries and enemies. Look for flanks or engages when enemies are out of position. Don't dive too deep—stay in range of your team's follow-up.
Backline (ADC/Mages)
Stay at maximum range behind your frontline. Attack whoever is safest—NOT always the enemy ADC. Positioning is more important than target priority. Use bushes and terrain to hide your position before fights start.
Assassins/Divers
Wait for key cooldowns to be blown, then dive enemy backline. Don't engage first—you're a follow-up threat. Look for isolated targets or enemies who used escape abilities. Have an exit plan before going in.
Supports
Position based on your support type. Engage supports (Leona, Nautilus) go in with tanks. Peel supports (Janna, Lulu) stay near your ADC. Poke supports (Lux, Xerath) stay in backline with safe angles.
Target Selection Priority
The Golden Rule
Attack whoever you can hit SAFELY. Don't walk through enemy frontline to reach their ADC. Killing their tank is better than dying while trying to reach their carry.
Target Priority (when safe)
- Isolated/Out-of-Position Carries: Free kills win fights
- Fed Enemy Carries: 10/0 ADC is more threatening than 0/5 support
- Low HP Targets: Secure kills to create 5v4 advantage
- Frontline: If carries are protected, kill tanks first
Common Mistakes
- Tunnel visioning enemy ADC and ignoring the fed assassin killing your team
- Refusing to hit tanks and doing 0 damage while waiting for "the right target"
- Chasing kills into enemy team instead of securing objectives after winning fight
Ability Usage and Cooldown Management
Key Ability Tracking
Track major enemy cooldowns in tab menu (shows ult timers). Engage when enemies have ultimates down or key abilities on cooldown:
- Malphite ult (100-80s CD): Safe to fight when down
- Zhonya's Hourglass (120s CD): Engage mages who just used it
- Flash (300s CD): All-in enemies without flash
- ADC heal/barrier (180s CD): Dive when defensive summs are down
Ability Sequencing
Tanks/Engagers: Use CC chain—don't blow all CC at once. Stagger stuns so enemies can't escape between CCs.
Carries: Save 1 ability for escaping. Don't blow all CDs if you might need to run. ADCs: Use defensive ability BEFORE you get low, not after.
Fight Preparation and Vision
Pre-Fight Setup (60 seconds before objective)
- Clear enemy vision around objective with sweepers and control wards
- Establish your own vision in all jungle entrances to objective
- Group with team—don't farm side lanes when Baron/Dragon spawns soon
- Check enemy positions before starting objective
When to Take Fights
Good fights: 5v4 advantage, better scaling, objective spawning, won lanes, enemy carries out of position
Bad fights: 4v5 disadvantage, behind in gold, key ultimates down, no vision, team not grouped
Post-Fight Decision Making
After Winning a Fight
- Ace (killed 5): Take Baron/Elder, then push to end
- Killed 3-4: Take nearest objective (tower/Drake/Baron)
- Killed 1-2: Push wave, take tower, or set up next objective
- Don't: Recall immediately, chase low-value kills, farm jungle
After Losing a Fight
- Defend base—don't contest Baron if you can't win the fight
- Clear waves under towers to deny enemy push
- Buy time for dead teammates to respawn
- Don't go back in 1 by 1—wait for team to regroup
Common Team Fight Mistakes
- •Fighting for no reason: Don't fight mid lane at 15 minutes with no objective nearby
- •Splitting up before objective spawns: Group 60s before Drake/Baron
- •Walking forward into enemy team as ADC: Stay at max range—attack who's safe
- •Using all abilities instantly: Space out CDs—save escapes
- •Not focusing same target: Coordinated focus > splitting damage
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