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Choose Champion Build:
-
Jayce top trap&poke comp build
-
Shaco jgl trap&poke comp build
-
Teemo mid trap&poke comp build
-
Jhin bot trap&poke comp build
-
Maokai sup trap&poke comp build
Recommended Items
Runes: Jayce runes

Sorcery
Precision
+8 Ability Haste
+10-180 Bonus Health
+10-180 Bonus Health
Spells:
Jayce summoners
Flash
Teleport
Items
Ability Order Jayce Abilities
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Malphite

Shaco
Synergies
Ideal
Strong
Ok
Low
None

Shaco
Champion Build Guide
1) Introduction
This guide focuses on a mid-to-late game trap & poke composition comprised of:





This guide does not cover detailed champion fundamentals. For general champion-specific mechanics, particularly in relation to laning and early jungle pathing, refer to dedicated guides for each champion.
Brief Overview
- This team composition emphasizes: zone control, vision denial, and disruption of enemy engage attempts through layered traps
, strong anti-engage tools
, and long-range poke
+
- It features a balanced damage profile (
/
) and creates a significant vision advantage, forcing heavy
Oracle Lens usage from the enemy team, while still leaving them unable to safely move through trapped areas.
- Rather than relying on chaotic, coin-flip teamfights, this composition plays a disciplined, non-committal style, controlling space and forcing enemies into disadvantageous positions.
- It excels in structured standoffs, objective control
, and attritional gameplay—gradually wearing opponents down while denying safe engagement opportunities.
2) Game plan by stage of game (Early/Mid/Late)
Early game (~0-15 min)
General approach
- Do not force risky plays
- Avoid chaotic fights and skirmishes
- Preserve uptime in lanes/jungle, ensuring access to XP & gold. Jungler should generally focus on repeatedly clearing camps.
- Lanes are mostly played in a standard manner, with a bias towards safety.
- Trap usage early on (especially for
and
) is primarily for vision and gank prevention. - Converge on objectives
as lanes permit. If possible, in the case of
, try to get a trap or two
~20-30s prior to the upcoming objective.
Optional plays:
Note: These are opportunistic plays, not required or always advised- Depending on the enemy jungler's early-game strength and ability to establish
vision on the enemy jungler's starting camp:
Blue Sentinel or
Red Brambleback prior to it spawning.
can optionally decide to do a level 2 invade, using his very fast 3x
on the
Crimson Raptor camp to start and reach the enemy's starting camp at level 2, while they are still at level 1. - If vision is established on the enemy jungler's starting camp:
or
and the enemy jungler is confirmed not using
on the camp,
can at that point choose to lock in
and attempt to last hit
/
, denying the enemy jungler XP and stealing the [Crest of Insight]/[Crest of Cinders] buff.
- Depending on the enemy jungler's early-game strength and ability to establish
Mid game (15-30 min)
Establish a larger trap network, by placing traps in:
Contest vision & traps actively
- Enemy will likely begin using
&
to try to remove traps. Counter these attempts to clear with
Jayce's
+
combo and
Jhin's
. Situationally also
Teemo's
if conditions permit. - Use your own
(
&
) to clear enemy
vision. - Use
with
&
to aim skillshots and add early warning of enemy presence.
Alternatively use
on
leveraging fast attacks with
to clear
.
- Enemy will likely begin using
Possibility of leveraging
Maokai's relative brawling strength in the midgame - Should
build both
&
in a reasonable amount of time. He might experience a strong two-item spike in brawling strength. This relative window of strength can be leveraged to take more traditional fights until tank durability starts to taper off, as often happens as ADCs get more
,
,
and especially should they itemize
. - This relative strength that tanks tend to enjoy in the midgame with a two-item spike is very much on borrowed time. Tanks including
aren't going to be nearly as durable relative to enemy damage output in the lategame. Additionally
will shift to more of an extremely high
,
Sapling Tossing and
shredding playstyle and will no longer be suited for prolonged frontline tanking.
- Should
Late game (30+ min)
Fully establish map control and enforce vision asymmetry
Win standoff fights from a position of extreme vision
& trap
advantage.Secure:
soul &
buffs.Finally move to end the game: leverage the
buff, keep lane(s) and nearby jungle paths heavily trapped while sieging lanes.The enemy can be forced to come to you and into your minefield, to deal with your
Full trap saturation of key areas & continuously contest traps & vision
- Maintain a dense trap network in:
Jungle intersections, river entrances, corners of lanes, flanking paths and in and around major objectives
- Due to
Teemo's long duration
, there should almost always be an existing baseline of traps already established. -
&
further reinforce these areas with longer-duration scaling traps
enabled by late game
&
scaling.
Additionally, should
build
, he will get another ~80
increasing his
trap contribution massively. - Use
&
to clear/deny enemy
vision.
As
finishes
he'll also begin to contribute a lot to denial of enemy vision. - Keep contesting vision & traps, deny enemy attempts to move through or clear traps with:
&
+
. Enemies are forced to rely on
windows to be able to move through the map, making their movement more predictable and punishable.
- Maintain a dense trap network in:
Avoid overcommitting
- Even when ahead, avoid diving into enemy territory, chasing beyond trap
coverage or resorting to taking more traditional brawls/team fights.
Death timers are very punishing at this stage of the game, and you already have a very safe win condition enabled by strong scaling traps & poke. - Only chase down enemies if the enemy is significantly weakened, caught in traps or crowd control and your team has clear positional or numerical advantage. However, always prefer to execute enemies at range using:
/
,
or
, before committing further.
Otherwise, only take comparatively more risky fights out of absolute necessity. For example, if there is a need to contest: Elder
,
or if the enemy team is threatening to end the game by pushing inner towers/inhibitor(s)/nexus, even if trap coverage hasn't been sufficiently established.
- Even when ahead, avoid diving into enemy territory, chasing beyond trap
3) Roles & Responsibilities
|
Jayce |
- Inflict physical poke damage from long range, utilizing the Q+E
combo, whether opportunistically from vision or CC granted by
,
, or to punish any enemy attempt to sweep traps with
- Fast waveclear with regular abilities.
- Apply teamwide mobility enhancement, using
to quickly move the team across the map. - Reduce enemy
/
with
empowered auto-attack. - From mid game onwards, safely probe for enemy location with
, or help aim your own Q+E
combo and/or
Jhin's
if a wounded enemy has just gotten out of vision range. - Later in the game, contribute further to vision domination, denying what little vision
the enemy might have, with
Umbral Glaive's passive effect. - Situationally utilize
to push enemy champions away who are attempting to close the gap (ideally redirect them into traps). - Situationally run down enemies/engage in short bursts of melee combat, from a very advantageous position (numerical advantage, very low-health enemies, etc.)
|
Shaco |
- Stay on top of jungle clears
- Contribute towards vision domination by denying what little vision
the enemy might have with
- From mid game onwards, contribute to saturating the map with traps
, enabled by extra
which prolongs the duration of each
- Harass enemies with
while staying safe with
. - Attempt to bait enemies into attacking
and/or pre-fuse the
clone to be close to detonating, then use
into enemy team and outside of
tether range, detonating the
Hallucinate clone inside the enemy team. - Place new
boxes on top of enemies already CC'd, creating long CC chains. - Situationally pursue low-health enemies if conditions permit, either to cut them off from their intended retreat path with
and/or auto attack from stealth + finish with
. - Situationally, if the enemy is trying to siege/take towers:
can be used to safely kill unescorted enemy minion waves. This prevents the enemy from dealing damage, or at least delays them for another ~30s, until the next wave arrives, giving your team more time to set up.
|
Teemo |
- Contribute to saturating the map with traps
. Teemo's traps have a baseline/static duration of 300s, ensuring there is always a threat of stepping on traps, even early to mid game. Whereas
requires a decent amount of time/stats to ramp up the duration of their respective traps. - Contribute to the team's vision advantage with
&
/
. - Shut down enemy auto-attack-reliant champions (ADCs/hypercarries etc.) by blinding them with
, or simply disrupt attempts to clear wards or traps by blinding them, if no higher-priority target is present for
- Selectively engage enemies with auto attacks if conditions permit. For example, when the enemy has no credible way to engage, when they are already impaired by a trap, or traps/wards give vision across terrain that can be attacked over, or the enemy is auto-attack-reliant and already impaired by
.
|
Jhin |
- Inflict physical poke damage from long range, utilizing
or
, whether opportunistically from vision or CC granted by
,
, with his W ability
preferentially targeting recently damaged enemies to apply the 'rooted' condition, or to punish any enemy attempt to sweep traps with
. - Contribute to waveclear with abilities (
or
) if minions are still in a line and, situationally, even use
to clear minions if under threat of siege. Likewise
can also be used to quickly clear large clusters of minions. - From mid game onwards, safely probe for enemy location with
, or help aim his own W or R
and/or Jayce's
+
combo if a wounded enemy has just gotten out of vision range. In particular
Jhin's
is suited to execute one or more wounded enemies, as it does significantly more damage to lower health targets and has the range to strike deep. - Selectively engage enemies with auto attacks if conditions permit. For example, when the enemy has no credible way to engage, the enemy is already impaired by a trap, or traps/wards give vision across terrain that can be shot over etc., especially with
empowered auto attack (extra
) to stay safe. - Gradually contribute more to the team's number of traps on the field with
as
Jhin reaches levels 12-15 (
ability allocation 2-5), thereby drastically increasing the frequency with which he can place traps.
|
Maokai |
- Utilize the support item
to place
and
for vision - Reveal and remove enemy
with
and/or
- In the early-mid game, act as a more traditional tank support, by forcing engagements. In particular once both
&
have been acquired, try to leverage relative tank durability in mid game for taking fights/brawling. - Provide forward vision from the relative safety of
Sapling Toss's 1100-unit cast range by throwing
into brushes without vision, either to protect from ganks, or to enable the team to creep forwards safely. - Towards the mid-to-late game (approximate timing as of building
or components of it) transition towards an anti-engage (use
to prevent engages) and more
oriented playstyle, enabled by high bonus
, making
last a long time when placed in brushes.
If
takes some poke damage, quickly recover with
- During the standoff phase, body-block skillshots if they would otherwise hit teammates.
Motivation behind role allocation for quest role rewards:
,
,
,
&

Role allocations are in part motivated by role quest rewards and the ability of each champion to perform well in their role.
Role quest rewards
-
utilizes the
role quest reward better than, say,
, as
has slightly better innate statistics scaling. Additionally,
engages in melee combat (even if only in short bursts), and as such makes more use of the extra
granted by levels 19-20. Furthermore
builds
, which makes better use of the extra
granted by levels 19-20. Additionally,
makes better use of the empowered
, as
only exerts pressure locally/has to be present to have impact, unlike, say,
, who exerts a lot of pressure from
.
-
makes good use of the
quest reward, adding sustain to
&
alike.
would struggle with in particular
in prolonged engagements otherwise. - Additionally,
is well suited for the
role, with fast clears and ability to gank lanes from stealth and circumvent terrain with
.
-
benefits comparatively more from the
upgrade to
from
role reward than, say,
benefits from the
upgrade to
.
gets an extra 8%
and flat 6
, which is stronger than the 10
gets.
Playing
in
also puts him closer to objectives for ease of placing
.
-
&
play a standard
bot lane, in which the ADC is the only party to credibly be able to reach and benefit from the 7th item slot reward from the
quest.
benefits well from the
role quest reward
.
as a platform has good durability to more safely place
, preferably by using
first to establish vision, then commit to placing a longer-duration
4) Key interactions & synergies
Duration and frequency scaling of traps
&
have the duration of their respective traps
&
scale with
/
.
- In
Shaco's case, the duration is equal to: 40 + 0.1*
. At full build,
tends to have some 600-700
depending on game duration (
Gathering Storm increases
a lot).
will typically end up with
lasting ~100-120s.
- In
Maokai's case, the duration is equal to: 30 + 0.015*
(<-bonus
).
with his two-item
&
mid-game spike,
will have approximately (including runes & support item
) a total of ~1750 bonus
, resulting in a
duration of 61s when placed in brushes.
Should
also get
, the total bonus HP reaches approximately 3200
, resulting in a
duration of 83s.
Should
reach full build, bonus HP reaches approximately 3700
, or a
duration of 90s.
Furthermore
Maokai's
slow magnitude scales with bonus
.
The formula for
Maokai's
is: 45 + 0.01*
+ 0.01*
(<-bonus
)
This results in a slow magnitude (using the same build-state references) of:
62.5%, 77% and 82%.
Towards the mid to late game, the slow from
Maokai's
becomes extremely crippling, almost behaving more like a root.
- These much longer-lasting traps, combined with
Teemo's &
Jhin's static trap durations of
300s and
180s, enable extensive map saturation from the mid game onwards.
This is further amplified by the high amounts of
Ability Haste present in all the builds, ensuring both long duration and frequent deployment of new traps. - Additionally,
has a particularly strong synergy with
Endless Hunger because, unlike other
champions,
has about twice as much bonus
due to how his passive
interacts with
&
, usually resulting in bonus
values of 700-800 compared to ~300 bonus
for most (full)
champions.
As such, if
ever builds
, he will get a massive surge of ~75-85
, increasing the frequency with which he can use
and his remaining kit
alike.
Note: if
build
, it is advisable to give him the
blue sentinel
mana regeneration buff.
How trap abilities like
fundamentally differ from regular abilities
As a trap-capable champion, you can essentially use your trap ability on cooldown and create value in the future. This simply isn't applicable to regular champion abilities.
This lets the trap & poke composition use any lull in fighting to massively advantage themselves the next time a fight occurs, be it contesting
,
, or defending the Nexus, etc.Poking from fog of war synergy
or
uses a long-range ability (
+
,
or
) from the fog of war, the enemy does not receive an early warning from seeing the champion begin the cast. This makes landing poke much easier, as the composition often has a significant vision advantage and frequently attacks from the fog of war.
![]() |
Example of
combo, over terrain from far away.The enemy would not see the initial
cast; they would only briefly see the projectile just before it hits. This leaves no meaningful time to react.
|
Jayce's double
Shock Blast through one
Acceleration Gate breakpoint
reaches approximately 100 This is achieved by:
- 1) Fire
Shock Blast - 2) Put down an
Acceleration Gate at max range in the direction of the
Shock Blast just fired. - 3) Walk towards the
Acceleration Gate - 4) Fire another
Shock Blast through the
Acceleration Gate just before it expires.
Jhin's
Deadly Flourish rooting off of any damage or his own
Captive Audience
can root any enemy already damaged by him or his allies, or any enemy who has triggered
.Since the map will likely be filled with traps,
will have many opportunities to root enemies from long range with:
. Alternatively
can also root targets after
lands his
+
combo.
Jhin predictive
Deadly Flourish pinning of enemy inside
Shaco's
Jack In The Box
observe an enemy player who is about to enter the activation radius of a
, he can decide to predictively fire his
at the enemy, so that the
hits the enemy immediately after they are struck by the
.Ensuring that
goes off first qualifies the target for the root from his follow-up
.This extends the total time the enemy spends in the attack range of the
, increasing total damage inflicted.Normally once
goes off, it will fear the enemy away from the
.
Inter-minefield synergies:
Shaco's
Jack In The Box breaks up enemy
melee champions' ability to clear traps during their
Oracle Lens windows.
Jack In The Box's activation radius is greater than all
melee champions'
attack range. By mixing
among
&
, enemy
champions will have to either accept taking damage/fear from
or forego their attempt to clear traps whenever their path is blocked by
(only if they don't have any nearby
ranged champions to help them clear the
).

Shaco &
Teemo example trap setup: melee enemies coming from the top-right side would not be able to hit
Teemo
before triggering the
Shaco
(say by running into it or using ranged abilities, as their melee auto attacks will not have enough range).
Maokai's
Sapling Toss is a non-targetable entity, making for an awkward decision when faced with:
and having to clear a path through them. To clear them at all, one must first enter their trigger/pursuit activation range. At that point, one must either:
- A) Ignore the
and keep pushing through. However, in doing so, they suffer some
damage and, perhaps more importantly, suffer a strong, potentially crippling slow (depending on bonus
Maokai has at the time). - B) Run in the opposite direction (effectively still being delayed/slowed) until the
times out and explodes out of range.

- A) Ignore the
Maokai's
Sapling Toss grants vision from very long range (
has a cast range of 1100 units).
is also fairly durable due to his large amount of bonus
, even if otherwise not building much in the way of
/
, and has fast
recovery from
Warmog's Armor's passive, making it difficult for the enemy to punish
as he safely creeps forwards with
.
This enables the team to very safely gradually push the minefield forwards, even if the enemy is trying to contest said push.

Showcase of
Maokai's
Sapling Toss's 1100-unit range. This enables
Maokai to safely establish vision against the vast majority of champions, as they won't have the range to CC
Maokai at this range from inside the brush.

For reference, the deployment range of
Stealth Wards is 600 units. Additionally
only has a 900-unit vision range, leaving a 200-unit range gap between
Maokai's
range and the vision the enemy might have if the brush were warded.
Shaco's
Jack In The Box and
Teemo's
Noxious Trap can be deployed in a specific manner to go off almost simultaneously, leaving too little time to react due to human reaction time, if correctly placed relative to one another and relative to the enemy's expected approach direction.
This is achieved by placing
slightly ahead of (but still overlapping with)
, with
farther in the direction from which the enemy is expected to approach.
What the enemy experiences, should they approach from that direction without
active, is:
As long as the time between t0 and t1 is below human reaction time (~200ms), both traps will trigger before the enemy would even be able to act (such as changing direction/activating
etc.)
Assuming an enemy
Movement Speed of approximately 400
and 50% slow (from
), this corresponds to: 400
*0.5*0.2s=40 units.
40 units or less is how far apart the activation perimeters of
and
can be (for an optimal enemy response, that is; in practice, they can likely be slightly further apart).

Initial
Shaco
Jack In The Box placement.

Teemo lines up his
Noxious Trap to have its trigger radius extend slightly beyond the
Jack In The Box trigger radius (for an enemy north-western expected approach direction).

Final
Teemo
Noxious Trap placement (a small barely visible green/yellow-ish outline radius of the trigger radius of
Noxious Trap extends beyond the
Jack In The Box blue trigger radius).
Note: this is much easier to do if
Teemo places
after
Shaco has already placed his
. This is due to the fact that
Teemo's '
gives an outline (without smart cast enabled) that matches the trigger radius of the trap. Unlike
Shaco's outline, which doesn't give you any information about trigger radius, only cast range of
relative to
Shaco.
Attempt this combo only sparingly and only if the enemy's approach direction can reliably be predicted.
Enemy trinket choices, traps and
implications for vision asymmetry.
- A consequence of heavy trap
usage is that the enemy will almost always run 4-5
Oracle Lens trinkets.
In doing so, they forgo
Stealth Ward availability; this leaves the enemy team with a lot less vision, increasing vision disparity between the teams.
By comparison, the trap & poke composition uses:
2x
Farsight Alteration, 2x
Oracle Lens, 1x
Stealth Ward & 1x
Solstice Sleigh.
- Additionally, the traps
in the trap & poke composition directly contribute to vision. This too increases the vision disparity between the teams.
Jayce building
Umbral Glaive, combined with the enemy possibly having only regular
Stealth Wards from their support's evolved
World Atlas and maybe one other champion still running
trinket, means that the passive from
and the 2-3x
will just about shut down what little in the way of
Stealth Wards the enemy would otherwise have been left with.
Baiting enemy premature
Oracle Lens usage
, the enemy may step on a trap and immediately activate their
in response, only to find no nearby traps. This wastes the limited window of the
.
![]() |
Example main minefield to be protected. Enemies ideally have already exhausted one or more Disregard the exclusively
minefield composition.In practice would be a mix of
|
![]() |
Example Forward deployed low-density traps, ahead of the main minefield. Should enemies step on one and then instinctively activate their
window, depending on how they continue to path.
|
Reducing enemy
Umbral Glaive effectiveness
.Note: Traps have a very short vision range; as such, they will often trigger even if the enemy spots them with
. Therefore it is quite important to keep traps and wards separated by a considerable distance, to avoid having situations in which a ward is revealed by
and the blackout passive now being active/revealing traps and wards alike. Had a ward not been so close to traps, the enemy wouldn't get this kind of early warning unnecessarily.This only applies if the enemy team has one or more
![]() |
Example forward-deployed Should an enemy with a primed
. However, as there are no other nearby wards or traps, the value to the enemy is quite limited, effectively disrupting their ability to clear traps.
|
![]() |
Second example of a forward deployed Open lanes like in this case , preferably close to the enemy nexus, are likewise well suited to prematurely trigger |
![]() |
Example bad
.This will happen before they would otherwise likely have stepped on the trap. |
Just to reiterate: spacing traps and
apart is only applicable if the enemy has one or more Otherwise, it can be preferable to keep them in close proximity.
This way when an enemy with
and traps alike (potentially saving one or more traps from being destroyed during an Damage profile
- The trap & poke composition comprised of:
features a very balanced damage profile, with
&
doing
damage (as well as
to a lesser extent) and
&
doing
damage.
- While having a balanced damage profile might not seem abnormal at all, for a trap or poke (or, in this case, both) it is a bit more unusual. Poke compositions often tend to lean very
heavy or entirely
.
The two key enablers of a balanced
/
damage profile are
Jhin &
Jayce, as they are uniquely long-ranged for being
(in addition to
also contributing to traps with:
). - Other candidates for doing long-range
poke damage could be
Caitlyn or
Varus. However, these champions aren't quite as synergistic as
only has proper long range with her R:
Ace in the Hole, as well as visible and deployment-limited to five
Yordle Snap Traps. Her
Piltover Peacemaker also has good range but, unlike
Jhin's
Deadly Flourish, it falls short by 1200
and there is no root combo.
As for
, he only has proper long range with his: Q
Piercing Arrow and it also suffers from being partially
damage oriented with:
Blighted Quiver making enemy
itemization possibly a bit too effective.
Threat of both high
armor penetration &
magic penetration
This complicates enemy itemization, as a squishy assassin, ADC, or mage with typical level-18 base stats and no additional
For reference:
Jayce eventually builds a total of 35%
armor penetration and 50/62/65
lethality (depending on
Voltaic Cyclosword energized and
melee/
range stance) with the items:
, which does unmitigated damage to targets at or below:
(1/(1-0.35))*50=77
.
(1/(1-0.35))*62=95
.
(1/(1-0.35))*65=100
.
Teemo eventually builds a total of equivalent 35,6%
magic penetration, 35 flat
magic penetration and 10 flat icon= mr size=20 reduction with the items:
, which does unmitigated damage to targets at or below: 10+(1/(1-0.356))*35=64
.
- For reference most ADCs at level 18 have base
and
ranging from:
Reduced effectiveness of on-hit,
lifesteal and champion-specific healing mechanics
- On-hit effects from the likes of
Silver Bolts,
Blade of the Ruined King or
Bio-Arcane Barrage are completely wasted when attacking traps/wards,
lifesteal is also wasted, as it does not work when attacking traps/wards.
Due to the heavy use of traps
, the enemy will typically spend a much larger share of all their auto attacks on things that do not qualify for on-hit/
lifesteal effects. Should the enemy build on-hit/
lifesteal, the value of their itemization is considerably reduced, only really leaving the
Attack Speed component typically present on those items, as being useful for faster clearing of traps, as well as still being relevant when attacking minions and jungle monsters. - Additionally, abilities that heal champions that rely on interacting with hostile champions are impaired by traps. For example,
Darius's
Decimate and
Zac's
Cell Division simply won't work if they are preoccupied interacting with traps and not enemy champions, reducing available healing/sustain to them considerably. A number of champions ultimately rely on some kind of brawl/fight to act as a source of sustain.
Possibility of enemy itemizing %current/max
health damage
damage, only for them to find that
no longer proactively engages past the mid game, instead transitioning to a poking/zoning/anti-engage playstyle, at most engaging as a last resort, or if the enemy is at a large disadvantage, leaving items like
5) Pre-game: Draft, setup & mind games
Bans
to build at least an
/spell-shield item, reducing the damage and/or frequency of traps/poke by itemizing defensively.Additionally,
against non-committal poke.
, if built full
, will most certainly pose a threat to engage and kill one or more champions in a combo all on his own. If played more of a tank or AP bruiser style, he will instead be difficult to poke down and still often pose a threat of inflicting significant damage or outright killing someone all on his own.Other structurally problematic champion archetypes & playstyles against this composition include: high innate
scaling champions or split-pushing champions.High
is problematic to deal with, as
has no ability to scale auto attack frequency off of the
stat. Additionally
is limited by his four-shot
mechanic, making for a very poor user of:
.
could technically make use of
, not being attack speed limited and even having an attack speed burst with
. However to actually make good use of
, prolonged engagements are required within auto
/
, not fitting the playstyle of the trap & poke composition.
&
does at least build
, which does provide some %max
damage for the team.Examples of high innate
scaling include
/
uncapped and quite fast
scaling.Although there are also a number of champions that tend to get a lot of extra
using
stacks due to the non-committal/long-range poke & trap nature of this composition.Split pushers like
stack) likewise bypass this team's playstyle, disregarding objectives and focusing on tower destruction. If they are able to successfully force multiple champions to deal with them, the trap & poke comp will be weakened a lot against the remainder of the enemy team.Additionally,
+
+
/
, that can be used to clear traps. However, due to their low pick rates and players generally being unaware of this interaction, they might not be worth banning. Should their popularity change, they might be worth considering.Alternatively, bans could also focus on particularly bad early-game matchups.
In any case, it is advisable to ban
and likely also
+
Example Bans:
Pick order of champions during draft
and for encouraging the enemy to misinterpret role allocations, possibly leading to suboptimal counterpicks and rune choices.Since
is very popular (often ~20% pick rate), it is usually preferable to pick him early, even though he will almost always be correctly assumed to be:
.Otherwise the following are often played in more than just one role:
-
is most commonly played
followed by 
-
is most commonly played
followed by 
-
is most commonly played
followed by either
or 
This ambiguity can be leveraged to a modest extent, for instance by picking in the following order:
- Stage 1, player 1 picks:
- Stage 2, player 2 picks:
- Stage 2 continued, player 3 picks:
- Stage 3, player 4 picks:
- Stage 4, player 5 picks:
Final role allocations
Depending on probable matchups, the trap & poke team can decide to move some role allocations around.For example, by sending:
->
and
->
->
,
->
and
->
Champion skins
Champion skins can be used to achieve a number of goals, such as:
- Draw attention away from high-priority traps & projectiles:
Teemo's
Noxious Trap
Shaco's
Jack In The Box
Maokai's
Sapling Toss &
Nature's Grasp's animation
Jhin/
Jayce projectiles (
Deadly Flourish/
Curtain Call/
Shock Blast) - Draw attention towards:
Jhin's
Captive Audience (low-priority trap, requires follow-up to do anything, good candidate to draw enemies towards clearing first). - Reduce visual resemblance (especially to the standard champion skin).
For most, if not all champions, the skin players are most accustomed to facing is the standard skin. As such, choosing another skin (especially a visually distinct one) is likely to be marginally less familiar for the opposing players. - Achieve/retain a good 'feel' for playing the champion (some skins are considered more clunky/unresponsive to play with)
Community notes:
Spoiler: Click to viewIMAGES Champion skins in-game:
IMAGES champion skins relevant abilities in-game:
Ward skins
during
windows, and instead towards
. After all, traps can do damage and crowd control, wards cannot. Additionally, some
skins can even have silhouettes resembling smaller champions such as
and/or
, either baiting enemy skillshot usage against
or making the enemy incorrectly back off from a
in the belief that it is a champion,
etc.To best achieve this, select ward skins with a larger apparent size, more visual flair, stronger colors, or animated effects. This way, at a glance a
will be more likely to get the attention of the enemy and slightly increase the probability of them attacking wards before traps.Note that the silhouette of a swept
matches the ward skin and not the baseline
appearance. The silhouette of a swept ward is, however, outlined using a different color (blue/teal) compared to champions (red).Example good ward skins to cause confusion:
According to community discussion concerning pay-to-win wards, champion resemblance, and favorite ward skins: pay-to-win, resemble champions, favorite wards.The following wards are amongst the most useful.
- SKT T1 kkOma
- Demacia Vice
- Forge God
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|
Additionally, it is worth noting that a team that uses multiple different
skins can give away who placed a given
, as explained here: a problem with ward skinsOne way to avoid this issue is to use the same ward skin across the entire team.
Alternatively, mitigate this issue by using only, say, two different ward skins. This way there will still be ambiguity as to who actually placed a given
.Ultimately, tracking champions based on unique ward
skins is fairly uncommon and may not justify sacrificing ward variety.Having more unique
might still be preferable if the extra silhouette variety the enemy has to keep track of (which silhouettes correspond to wards, traps, or champions) is more significant than the information it gives away with respect to who placed a given ward.
Example 1:
,
,
,
,
![]() |
Example 2 (using two unique ward skins):
,
,
,
,
![]() |
Example 3 (chaotic approach, many unique ward skins):
,
,
,
,
|
Note: these are just examples of ward skin allocations; exact ward skin allocations to champions can be altered. Other ward skins can also be used if some ward skins aren't owned (other good candidates exist for causing confusion).













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