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Worlds 2020 Macro/Tempo/Meta Guide

Worlds 2020 Macro/Tempo/Meta Guide

Updated on October 7, 2020
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League of Legends Build Guide Author OCE_goldplayer Build Guide By OCE_goldplayer 5,301 Views 0 Comments
5,301 Views 0 Comments League of Legends Build Guide Author OCE_goldplayer Build Guide By OCE_goldplayer Updated on October 7, 2020
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Champion Build Guide

Worlds 2020 Macro/Tempo/Meta Guide

By OCE_goldplayer
Introduction: metas/macros/tempo
This guide covers macro, tempo and meta for the game League of Legends. Much of this is learned from watching 2020 Worlds, LPL, LCK, LEC and OCE.

Subjects include:
  • Bouncing waves (when, where, how, and why)
  • Freezing waves (when, where, how, and why)
  • Jungle pathing (when, where, how and why)
  • Support roaming (when, where, how and why)
  • Counterplay & countering cc
  • Meta reading (lane matchups, ganking paths, safe lanes, gank lanes)
  • Meta standards (131 & 140 splitpushes, river pit wombo-combo, tower seige/poke, disengage, engage)
  • Worlds 2020 meta (tower dive, tp advantages, pushing waves, vision control, guaranteed cc, hideonbrush into skillshot, jungle exp maximisers)
  • Map reading (crossmap plays, countermap plays, importance of jungle roams, importance of support roams, importance of mid/top roams, bot rotations)
  • Timing of Exp funneling (spell reliant champs, level powerspikes)
  • Timing of gold funneling (item reliant champs, item powerspikes)
  • Itemisation
  • Spells & levels
  • Good Team Compositions (guaranteed chain cc) (1st point and click initial cc, into secondary skillshot cc, into dmg followup) (131 or 14 splitpush with tp advantage for numbers advantage and/or pressure on inhibitors/turrets, predominantly an LEC/LCK style and LEC innovation) (vision wars, hideonbrush & brush checking compositions, predominantly LPL style, but also rose in prominance in LEC/LCS with the rise of Zoe) (wombo and aoe in river and baron/dragon pits, predominantly LPL style)
  • Countering/counterpicking Team Compositions (counterplay)
  • Map transformations after 2nd dragon (impact of map transformations on vision wars & brushchecking, team composition strengths under different 3rd dragon types)
  • Notes on the importance of champion proficiency, micro-mechanics, skill matchups, champ matchup knowledge & micro skill level for generating advantages from correct laning, macro-play and teamfighting (i.e. translating macro play into actual solo or team advantages through correct micro-mechanics, matchup knowledge, and counterplay during laning, teamfights & skirmishes)
Chapter 1: bouncing waves
There are several reasons for bouncing waves and several reasons for freezing waves. But first we'll cover the typical scenario in high level games:

"Bot & support are pushing waves and one will reach level 2 first, then all in"

Nearly everyone in gold+ (30% percentiles) has seen this before. But why do we do this? The reason is that 300-400+ gold (more with an assist) and denying a wave of experience can generate huge item (stats & item powerspikes) and level leads (i.e. base stats, spells, and spell levels).

But does this always work? Not really. This is because:

1. we need to look at the matchup

1.1. Strong Level 2 powerspike lanes
(E.g. Alistar and Samira is a strong level 2 that can cc chain forever. E.g.2. Press the Attack Pantheon with empowered w, and Hail of Blades Tristana (with e into w), is also a strong guaranteed cc & dmg level 2 combo.)

1.2. Weak level 2 lanes with no powerspike
(E.g. Kogmaw & Lulu have little level 2 burst potential. E.g.2. Caitlyn & Lux also have little level 2 burst potential duo to the lack of guaranteed cc to land a combo, unless a guaranteed cc jungler comes to help the lux land a q)

1.3. Strong pushing & poking lanes
(E.g. Caitlyn & Karma can push a lane under a tower, and Karma can safely ward both deep jungle entrances between mid&bot lanes due to movement buff. This also enables Caitlyn and Karma to zone the opposing botlane away from lasthitting, and into karma q's with caitlyn w's on seiges.)

1.4. Strong freezing & slowpushing lanes
(E.g. Lucian & Braum can freeze a lane easily, since Lucian can trim waves with q, w and passive, and Braum can force tower aggro with e. E.g.2. Senna & Blitzcrank can counter a push and start freezing, since Senna can snare with w, which allows a Blitzcrank to get a guaranteed q into tower.)

In general, each botlane matchup is always going to be different. Knowing how the botlane compositions work is important to understand whether this "standard level 2 all in" is the right play. For example, a strong poke & push lane is not optimal into a strong level 2 guaranteed cc powerspike (e.g. hexflash pantheon & tristana, will generally beat lux and caitlyn if they hit level 2 first without getting poked down by caitlyn and lux first). However, this also depends on whether the opposing laners choose to push for a recall, the lane state, whether your duo is pushing/freezing, etc.

2. Why should we bounce a wave?

Now that we covered the standard level 2 powerspike push. We'll cover the alternatives. Bouncing the wave for a recall (i.e. item advantage on return), and bouncing the wave for a roam (i.e. numbers advantage in jungle, dragon, rift or midlane).

2.1. Bouncing a wave into tower denies the opposition vision on your lane position for 10-30 seconds depending on how large the wave is.

2.2. Bouncing a wave gives your team vision on opposing laners when they catch a wave.

2.3. Bouncing a wave doesn't deny minion experience and gold since the wave will be coming to your tower (so long as you catch it in 20-30 seconds)

2.4. Roaming from bot to mid/jungle/dragon generally takes 20-30 seconds. So this is why knowing the timing of the bounce is important.
Analysts refer to this timing as "Tempo". In this case, tempo is knowing that your bounce gives you a 20-30 second window to either recall for item advantage on return, or to roam and get a numbers advantage for a play.

Should you roam or shop after crashing/bouncing a wave into tower?
This depends on the composition. For example, if you have a lux mid, sylas mid, or any skillshot cc, they will need guaranteed cc to start off the cc chain and dmg followup. So if you have an alistar, pantheon, or level 6 nautilus (i.e. naut's r into q is guaranteed cc) in the botlane, then botlane should roam to mid. Likewise, if you have a gragas jungler, or elise jungler, who are secondary cc & dmg combos, you will want to invade opposing botside jungle with the jungler (as 3, jg/bot/support) to clear neutral camps after bouncing the wave.
Chapter 2: freezing waves
We covered bouncing waves before freezing waves because freezing a wave is generally not possible without bouncing a wave (unless the opposing laner gifts you the freeze through misplay). And also because freezing is very situational, and is generally disadvantageous to your team's vision, roaming, and for generating numbers advantages at objectives on the map.

First let's cover how to freeze.
- If the opposing minions have 3-6 more minions and is ~800-1300 units from tower, you can freeze since the opposing wave is pushing towards you. Generally, there needs to be 3-4 more minions for the freeze to remain frozen.
- If the opposing minions are about even, and they're midway in the lane, it will not freeze and you need to either wait for the opposing laner to start lasthitting (and you to not lasthit) so that it starts pushing towards your tower OR you will need to start hard pushing the wave into the opposing tower so you can recall/roam with enough time to catch and freeze the bouncing wave. It generally takes 8 seconds for a recall, and 30-40 seconds to walk back to a sidlane (which is about the same time it would take a bouncing wave to reach your tower, so timing a recall or return to lane is very important in order to not deny yourself experience/gold).

How can your freeze be countered?
A freeze can also be countered rather easily depending on the matchup.
For example, a caitlyn lux will generally be able to fast crash a wave into tower from range by spamming spells with very little counterplay. Similarly, a tristana can clear a frozen wave quickly with e.
Not only does this crashed wave deny you vision on the opposing laners' roams/shops, but also gives the opposing team vision advantage for generating numbers advantages elsewhere on the map.

When to freeze?

1. Opposing roams are weak
1.1. Your midlane and jungle have good escapes/counterplay to the opposing team composition.
1.2. Your opposing laners have no guaranteed cc or no secondary cc (secondary cc is important to consider if the opposing midlaner or jungle have guaranteed cc).

2. Your midlaner and jungler are stronger or can 1v3.

3. Your lane is much stronger and can "actively zone" and keep tabs on opposing laners by keeping vision on opposing laners.

Finally, freezing eventually becomes a slow/fast-push which is generally a bouncing wave. A huge slowpush after a freeze can be very advantageous depending on the timing, since it gives your team much more time than the standard 10-30 second bounce (i.e. a slowpush can lead to a 30-1min bounce for roams [numbers advantage] and/or recalls [item powerspikes])
Chapter 3: jungle pathing
Knowing how the jungle paths is essential in higher levels of play, and especially given the current meta of fast clearing junglers.

Jungle tracking is a skill nearly every high level player should have.

Generally, there are 3 possible junglers based on their clear speeds:

1. single target,
2. multi target, and
3. both.

For example, Lilia is multi and single (both) and can do a full clear (for exp reset/maximising), fast lvl3 half clear (for ganking), or counterclear (this can backfire if the opposing camps are reset, as it also generates an exp advantage in the opposing jungle. This is why invading on multi-camps and NOT single-camps is only recommended, unless the map is split and you have full control to take the opposing single-camps when they respawn.)

To give an example of an easily read/tracked jungler, Elise can only fast clear single-camps (into a gank). So Gromp-Red-Blue is the only viable fast-clear path for Elise. This makes Elise inflexible in the current meta. But this only matters at high level of play where laners understand Elise's jungle pathing. This means Elise must find gank advantages (which is only really optimal if the laners have guaranteed cc, since Elise's e is a skillshot), especially against a fast multi-camp clearer like Lilia who can counterclear Elise, and generate exp and gold advantages by clearing and resetting exp and gold in both jungles.
Chapter 4: support roaming
Given the cc available to all champs, supports champs in the current meta tend to have the most guaranteed cc of all the roles. In fact, very few champs have guaranteed cc, and nearly all of these champs are only in higher tiers in the support role (with jungle coming in as a close second, followed by some unique tops and mid laners which is seen more in high level play).

In general, the cc available to supports (and also to junglers/laners) come in various flavours:

1. run up and auto (e.g. Leo, Nautilus, Thresh's E, etc).
These champs benefit from runes such as hexflash & nimbus cloak combinations, and items such as mobility boots and righteous glory.

2. guaranteed ranged cc (e.g. Nautilus's R at level 6, Alistar w-q at level 2, Pantheon w at level 1)
These champs also benefit from movement. But hexflash is the most important for extending the range of the cc.

3. chain/secondary cc (e.g. Leona's r, Thresh's q, Nautilus's q)
These champs need initial cc from another spell or champion in order to land their "wind-up" or "cast-time" cc. For example, Leona's standard guaranteed combo is to run up and q-auto, into e/r, then r/e for cc-lockdown.
However, this also works for any initial cc. E.g. Twisted Fate's stun into Leona's r/e, Sett's e into Nautilus's q, etc.
Chain or secondary cc also tends to be stronger and longer range than guaranteed cc.

4. spammable %chance cc or hideonbrush cc (e.g. Leona's e, Thresh's q, Zyra's e, Blitzcrank's q)
These champs tend to have a low cooldown spammable ranged cc that has a somewhat long or predictable cast-time or cast-animation. This makes it easy for opposing champs to dodge "if they have vision on the cast-animation&sound". This makes casting from brush control more important for these champs, since it increases the %chance of the spammable cc landing.
The only disadvantage here is that there's very little control of "when to all-in" unless your team is playing from brush control. From brush control, the chance of landing %chance cc increases drastically due to vision control. It's also often called hideonbrush.

You might also notice that most spammable %chance cc is also chain/secondary cc.

5. 5 min flash cc (e.g. Leona's e-flashed, Nautilus's flash into auto, etc)
5 mins is about the timing of most dragon and baron respawns, so it's recommended to save these flash cc's for the right moment. The long cooldown also means you only get to use these about 3-5 times per game, so choosing the right moment is esesntial. But flashing spells can cast/animation cancel and make cc hard to dodge or counterplay.
The exception is for an early level 1-3 play on hexflash supports/junglers for generating early leads or burning a flash for jungle to camp a lane for 5 mins (given the laners know how to bounce, reset & freeze properly for the jungler to camp that lane).

6. knockups vs counterable cc (e.g. Alistar's wq, vs Leona's qe)
With enough tenacity, Leona's 3s stun combo becomes 1.5s combo. And with cleanse or qss, Leona's chain cc combo can be negated completely.
In contrast, Alistar's wq is a knockup, so cannot be cleansed, and can only be qss'd & flashed out of. This makes Alistar's wq much harder to counter through correct runes/summs and itemisation, and Leona's much easier to counter with correct runes, summs and itemisation.

*Unique: it's also worth mentioning that there are unique cc compositions. These include strong Galio comps, the Camille comps, the Veigar max-e comps (e.g. Veigar&Ziggs), the Twisted Fate comps, the Orianna comps, the Evelynn comps (which makes the whole map hideonbrush), the Shen/Submarine comps which have wind-up cc or roaming [numbers advantages], but huge range despite the wind-up and where there's less counterplay to cc chains. Generally, most of these comps require a tanky champion with long range dashes into a teamfight or splitpusher, such as Volibear, Camille, or Vi. These comps are also reliant on good coordination and understanding from both the diver and the cc/dmg follow up, so are probably recommended for high level duos, flex, or clash.
Chapter 5: counterplay and countering cc
There are many examples of counterplay and counterpicking to hard cc.

For example, Poppy's w can counter dashes from Leo, Alistar, etc, which makes Poppy a great counterpick support (Poppy was played as a counterpick support at Worlds 2019).

Similarly, Thresh's e can counter dashes from Leo, Alistar, etc.

Another example is Lulu, who can polymorph to counter all-in melee supports to cancel chain cc.

Other champs include:

- Morgana, who can e to negate all cc and cc chains,
- Lulu's r, which can stop a dash midway through knockup (e.g. Lulu's r cancels Pantheon's w dash if timed correctly),
- Alistar's w, which is technically a knockup which can cancel dashes, or zone Leona's q-auto or Nautilus's passive auto,
- Poppy's e, which is also technically a knockup (though unlike Alistar, Poppy will always be with whoever she e's with)
- Tahm's w, which is an instant ally-zhonyas.
- Taric's r, which is a wind-up team-zhonyas which can counter wind-up cc/engages or wind-up followup dmg.

Counterplay items & summs include:
- qss,
- cleanse,
- flash,
- mikhael's.

The only disadvantage with counterpick or counterplay supports is that they can lack any form of hard cc/engage. So a team composition will need to find the hard cc/engage in another role if the support is going to play a counterplay support. If the team doesn't find the hard cc/engage in another role, this is what analysts refer to as lost agency. I.e. Hard cc/engage gives a team composition agency to decide when to all in and start a teamfight. Generally this is found in initial guaranteed cc, such as Twisted Fate, Volibear, etc.
Chapter 6: meta reading
We can break down the meta into 3 facets:

1. scaling,
2. early game advantage, and
3. teamfighting.

A good composition will have all 3 in different parts of the map.

Each of these in combination gives us:

1. weak side / strong side of the map [e.g. ezreal & tahm is played as weak side to counter tower dives, to enable the team to play through a strong topside such as Elise/Nidalee & Renekton which can tower dive top repeatedly and zone the opposing top off of tower and get plates & first tower]

2. early game / mid game / late game
- on the weak side, you have your scaling mid-late game insurance (so long as they don't get too far behind by being weak side of the map, and still gain minion exp and some cs gold. Sometimes weak side can also generate advantage through counterpicking & counterplaying tower dives, such as Xayah snaring divers under a turret, or Tahm just tanking whilst putting his adc in stasis whilst the divers take turret aggro)
- on the strong side, you have your early pressure combination to generate leads and force the opposing laner(s) off of tower through rift, jungle ganks, and mid/support roams for tower diving cc chains & dmg followup. Sometimes what will happen is that the strong side generates a freeze, in which case the laner and jungle/roamers zone the opposing laner(s) from minion exp and cs gold, which will eventually turn into a slowpush which leads to a tower dive with massive minion wave advantage (zoning or putting the opposing laner into spawn timer will deny the exp and gold from the built up wave to the tower). In high level play, when this happens, typically a lane swap with strong side will occur, to put weak side against opposing weak side [which doesn't have engage/tower dive potential], or the weakside laner(s) will roam to generate numbers advantage elsewhere on the map whilst conceding the (often first) tower. These latter points almost always happen past the 14 min mark when plates drop, which is considered the mid-game, where teamfights are likely to occur over vision wars, wave push ("lane-vision") priority, and river/pit/aoe/hideonbrush fights or picks over the 2nd-3rd dragon, or 2nd rift herald.

3. teamfights and vision wars over the 2nd, 3rd dragons, and 1st baron. As well as the 4th dragon, elder dragon, and subsequent barons.
- This is generally considered the mid-game to late-game where baron can translate into towers through escorting and zoning the opposing team off the buffed cannon minions (typically, the team would escort and zone the opposing team off the seiging adc with a minion wave. But this becomes easier with a buffed cannon, because buffed cannon minions outrange towers, unlike most adcs), and
- Dragon passive buffs start to scale off of more items and stats, and Dragon soul/elder grants advantageous teamfighting stats.

The strength of the objectives is what makes them such a priority for each side. And starting the objective is generally called "forcing" becuse the opposing team has to respond or concede a huge map/tower/teamfight advantage to the opposing team. Because the other team has to respond or risk conceding huge advantages, teamfights nearly always occur in high level play over these objectives when one team starts forcing through vision priority or by starting up the objective.
Oftentimes, starting the objective (or vision prio on the objective) has two goals. The first is the advantage the objective will generate itself. The second is to force a teamfight (if the team is at a teamfight advantagea) when the opposing team attempts a response to the objective being taken (which is called "turning", and is when a team starts doing the objective, but stop doing the objective part way through, and hard engages on the responding opposing team instead.)

*Vision wars
Generally, the objective fights over baron/dragon have 3 stages which begin about 1-2mins before the objective spawns.

2mins before: setting up slowpushes in sidelanes if possible (to force numbers advantage during vision wars & objective teamfights) & recalling. (Also, avoiding teamfights and skirmishes to save ults/summs/etc for objective teamfighting)
1.5mins before: buying pinks, getting item stats/powerspikes, walking from fountain to objective area
1 min before: brush checking with skillshots, unique vision abilities, sweepers; placing pink wards and other wards around objective
0.5 min before: (if team has tp/global advantage) putting the tp/global champ in a sidelane to splitpush (also called 131, or 14 with tp [or sometimes flanking] advantage)
objective spawns: forcing the objective

Huge teamfights or picks can occur anytime during these phases of the vision wars. In higher level play, the team will usually move as 5 to escort the spammable skillshot champ and the support behind them to brushcheck with skillshots (i.e. to counter hideonbrush) and placing wards and pinks at strategic locations around the objective. Sometimes teams will choose to move as 3 or 4 to brushcheck and ward during the vision wars, if they have tp/global advantage. Generally, a team will need spam skillshots or a tank with escapes (e.g. Braum) to brushcheck during the vision wars.

*The 3rd dragon type also influences how well compositions perform. For example, in a brush map, it is absolutely essential to have brush checking and vision war abilities in your team composition. In a red or speedup map, it is much harder to play brush control, and much easier to play 131 splitpush compositions. And in a wall map, it is much harder to get vision control, and much easier to play poke or wombo teamfighting compositions.
Chapter 7: worlds 2020 meta
Overall, the state of the worlds 2020 meta is shaped by various regions, but predominantly by the LEC, LPL (and LCK which built on the LPL meta).

The LEC is heavily focused on splitpushing with tp/global advantages, whereas the LPL is heavily focused on vision wars around objectives.

The LCK was previously focused on an LEC style of splitpush comps. But most of the LCK teams that focused on splitpushing comps lost to more objective-oriented teamfighting comps like Damwon Gaming.

The LEC and LPL styles are mixing in unique ways during worlds 2020, with a lot of teams on both sides adapting to the strengths of each region's styles.
LCK for the most part is a mixture of both LEC innovations and LPL innovations, and can play both styles proficiently. This flexibility in draft and in proficiency in playing each style into different styles is probably why LCK is so dominant in worlds 2020.

Currently, the LEC is adapting fast to stronger teamfighting, which is why we see a lot of LEC teams playing different comps than they did during the LEC regular season. But with less practice with the way the worlds 2020 meta has developed, they have had to adapt fast with less time than the LPL and LCK teams.

LCS has also adapted but at a much slower pace than the LEC. The LEC teams seemed to have adapted during scrims before the first week of worlds, whereas LCS teams started adapting between the first and second round of worlds best of ones.

Nearly every region has the ability to win worlds 2020 given they're all adapting quickly to the dominant meta. But the LPL and LCK have an advantage in that they've been playing the dominant teamfighting meta for longer, whereas the LEC (and the LCS) have had only a few weeks to adapt to and practice the new worlds meta. However, both the LEC and LCK have shown that the LEC style is - not only viable - but also still as dominant as the LPL style when played by the best LEC teams or when the best LCK teams plays LEC style.
Chapter 8: timing exp/gold funneling
There is a reason that mages are typically not played in the botlane. And it's mainly because mages are spell-reliant, and thus also exp reliant. So it's usually best to have mages and other spell reliant champs (ezreal included) in a solo lane. Similarly, the support can also roam to create a solo exp lane for exp reliant bot laners.

In general, it is hard to cover which champs to prio exp and gold towards, since it depends on the state of itemisation for all champs, and which champ needs the items, and which champ needs the exp on a team composition.

Funnel comps are still common, though nowadays people refer to it as 131 or 14, or jungle carry comps.

This only comes with champion knowledge and proficiency, familiarity with compositions & roles, and gaining more experience from the game.
Chapter 9: itemisation
To properly itemise as primary damage, you'll need to understand a bit about the maths behind being a tank.

This is important because if you deal no damage to the frontline or primary engage, you can't front to back the opposing composition. Which usually means you will lose every teamfight.

First, to be a tank or to simply counter damage as any other role you need stats (and unique items for tanks).

For stats, the thing to understand is that the first 50 on armor and mr stats is exponential. If you have 32 mr, you will take ~80% magic damage (if the opposing ap has any magic pen, then you'll take close to true damage in this case). If you have 57 mr (from a mantle) you will take closer to 60% magic damage. And with cloak, around 50%. This is important for countering ap damage, since most of ap has 1 spell rotation and is on cooldown for around 10-15 seconds (longer for ult dependent ap). The more you counter the burst, the more useless the opposing apc becomes (which is why there are so many mpen counterbuild options for apc's). Armor is a little easier because both melee and ranged champs gain armor per level (whereas only melee get large mr increases from leveling up). The maths is about the same. So buying a cloth or vest can negate about 20-30% damage. The added benefit of armor is that it also negates some lifesteal from ad sources.

Armor and magic resist have diminishing returns past ~50-60 armor/mr depending on the champ and whether the opposing team has itemised apen or mpen.
However, armor and magic resist multiply hp stats. So if you buy armor and mr to around ~50-60, it's generally good to itemise for lifesteal or base hp to multiply the benefits from armor and mr. (This latter point is why Ornn is so overpowered as a tank "if" he solo exp's and reaches level 13)

Unique tank items

There's 3 unique armor items and 2 unique magic resist items that are really good at negating dmg.

The 3 unique tank armor items:
- reduces crit damage,
- reduces lifesteal & slows attack speed,
- reduces basic attack damage (i.e. ninja tabis)

The 2 unique tank mr items:
- increases healing (for healing comps or self-sustian champs),
- reduces damage from similar ap sources [generally considered a Battlemage/Liandry's/Brand/Lilia counter]

The unique tank items inform us about the primary types of damage sources.
1. Crit (burst) adc [note that Crit adc's are the worst into tank heavy compositions in the mid-late game, as they can't front to back the opposing team. Crit adc's and builds are generally counters to non-tank champions]
2. Sustain, attack speed & anti-tank (botrk/bork and max attack speed) adc [i.e. heal off the %hp, lifesteal more as opposing tank gets more hp]
3. Auto and auto-reset champions with high base ad
4. Burst apc
5. Sustain/Battlemage/Anti-tank apc [generally with Liandry's builds. Like botrk/bork champs, they also heal more as the opposing tank builds more hp, with correct runes].
*There are also adc casters/channelers such as miss fortune, who are similar to Crit adc's, but rely on one spell rotation (which also allows them itemise apen). Apen champs and caster builds are similar to burst apc's, in that to counter them, you need to get to around effective 50-60 armor-mr, or a stopwatch/zhonyas/ga/locket, to negate the burst from that one spell rotation. The base armor also helps from zhonyas/ga/locket. Attack speed reduction generally doesn't counter adc casters/channelers, so any of the base armor items work well into those types of comps.

One of the unique advantages of an anti-tank composition is that they can also complete objectives such as baron and dragon quickly whilst sustaining health through lifesteal and/or spellvamp. The general disadvantage is that anti-tank compositions can be countered by Crit/Burst compositions. But for the most part, anti-tank compositions are quite strong in the current meta where dragon and baron are both priorities.

*Other itemisation considerations & priorities are dependent on role.
For engage, disengage and hard cc, items with slow, movement speed, movement boosts, peel, heals/shields, cdr (if champ is reliant on long cooldown ultimates to engage), etc, are all important items to prioritise depending on your role in team comps, and the abilities of opposing team comps to kite/disengage/peel/counterplay an engage.
Chapter 10: esports, flex and clash
Overall, this guide covered a lot of the worlds 2020 meta, which is great for adapting drafts for esports, flex, and clash.

Most of the drafting at worlds 2020 can be way more flexible and creative than what we currently see at worlds. But it depends on understanding why certain comps work in the current worlds 2020 meta, in order to make more creative team comps work well at higher levels of play (e.g. Lulu mid/top, Heimer bot, etc).
Notes: Micro-mechanics and champion knowledge/proficiency
Macro mechanics are important, but cannot be translated into advantages or wins without micro-mechanical proficiency on champions.

There are several things to keep in mind when building champion proficiency:
- animation canceling, spell combos for different situations, etc,
- unique spell interactions with map and champions,
- champion matchup knowledge (which champ is stronger, at what levels, and with what items),
- mobility, dashes, flashable skills, etc,
- trading combos, correct laning into a matchup, matchup proficiency,
- powerspike knowledge into various matchups,
- various build paths and viable roles that the champion can take on in a team composition

At high levels of play, micro-mechanical skill levels are just as important as macro-decisions. However, correct macro-decision can lead to better utilisation of micro-mechanics and champion proficiency, if your micromechanics, matchup proficiency, and champ knowledge are already great with a champion.
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League of Legends Champions:

Teamfight Tactics Guide