Yeah that's what I was gonna say, DKitten. Build for the opponent and add some sustain.
Other than that, I guess there is some merit to dividing roles, as in some dudes go beefy and other dudes go damage. I've done a tank
Ashe to some degree of success, as I would poke and poke and poke and come ever closer so that I never missed with R. Fun.
Doing a champion guide is useless IMO, but a strategy guide is valid. I think there was a thread about it some time ago, some dude that loved ARAM posted a couple of times on roles and what to do and ****.
Other than that, I guess there is some merit to dividing roles, as in some dudes go beefy and other dudes go damage. I've done a tank

Doing a champion guide is useless IMO, but a strategy guide is valid. I think there was a thread about it some time ago, some dude that loved ARAM posted a couple of times on roles and what to do and ****.
Yep, even Dominion can have more theorycrafting than ARAM.
It's less how you build a champ and more how you play him.
@Embracing
There actually are (were?) small rock-paper-scissor tournaments held.
At least I saw a report on the tv some years ago.
And guess what? The ppl there would tell you the same stuff you hear from other competetive games like LoL: Ppl who uses tactic are definitely winning against ppl who "simply play".
It's less how you build a champ and more how you play him.
@Embracing
There actually are (were?) small rock-paper-scissor tournaments held.
At least I saw a report on the tv some years ago.
And guess what? The ppl there would tell you the same stuff you hear from other competetive games like LoL: Ppl who uses tactic are definitely winning against ppl who "simply play".
It was a bad comparison, honestly. The reason ARAM isn't competitive isn't because it's too simple (though it is pretty simplistic compared to other game modes), it's because the randomness makes it pretty much impossible to play with any sort of serious strategy or preparation. Team comps and mechanics basically decide the winner of an ARAM game.

Thanks to Nyoike for the sig!
Darcurse wrote:
Not to mention that Riot's "balancing" system doesn't work that well.
One team got medicore champs for aram at best while the other team is full of champs who are great. That's like at least 1/3 of the time I play ARAM.
You either got a team for poke or a team for direct engage.
But normally the team with the better poke got the clear upper hand no matter what, because it's way harder to simply engage the enemy without getting into a disadvantage.
Not entirely true. Unless the enemy team has very superior poke a good engage team can be much better. I got myself in a team with Morde, Malph, Panth, Udyr and Leona and we completely destroyed the opposing Annie, Swain, Master Yi, Mundo and Karma. The combination of our engage, CC and tankyness was just superior to their poke.
Yup.
Champs like Talon, TF, a good Nid, Sona, Fiddle, Brand, Ezreal, Gragas, Jayce, etcetc.
Are good pokers.
If your enemy got some of them while you have to stick with bad pokers/ champs meant for direct engage and aren't dumb enough to be overrun, they'll most of the time have a clear upper hand.
Champs like Talon, TF, a good Nid, Sona, Fiddle, Brand, Ezreal, Gragas, Jayce, etcetc.
Are good pokers.
If your enemy got some of them while you have to stick with bad pokers/ champs meant for direct engage and aren't dumb enough to be overrun, they'll most of the time have a clear upper hand.
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It pretty much comes down to:
Champions with traps: lay traps in bushes
Ranged champions: poke
Melee champions: initiate once enemy is low on health
If enemy has lots of magic damage,
If enemy has lots of physical damage,
If enemy is tanky,
Hell, one game, the enemy was entirely magic damage. Every member on our team built