User blog:StrategicMagic/Breaking the Meta - Objectives Teamcomp

For those of you who treat the metagame as if it was law, look away now, for this will give you nightmares. Yes, I'm jumping on the bandwagon, I propose a new teamcomp. As in the title, it is one specialising in securing objectives more quickly, leading to a team-wide gold advantage with the potential to snowball. It also has a few psychological uses too. I've written a 6 page Word document on this, but I'll condense it down just for all you.

 The 5 Principles 

This teamcomp has 5 main points behind it. Thay are as follows:
 * Early Dragon/Baron control, with faster killing speed and less chance for it to be stolen.
 * Buff control - Preventing the stealing of your own jungle buffs while doing the opposite to the enemy team can have a great effect.
 * Lane placement - Placing champions in different lanes to counter formation as it is now. AD and Supp go top, Tank/bruiser goes mid, AP goes bot and freefarms at the tower. Only the jungler remains unchanged.
 * Most of the time, the AD carry will be building a Wirggle's Lantern. The free ward per 3 minutes will take a little warding pressure off of the support.
 * Psychological cornering. Ever heard of a theory called "Learned Helplessness"? It can be applied here. By pushing down turrets quicker and by having people in disadvantageous lanes, they will lose morale and be more likely to surrender. This is the psychological snowball I mentioned earlier.

 The Basics 
 * The AD carry will build a Wriggle's Lantern. Why? A less-experienced last hitter (like myself) can take the role with less stress involved. The armor will add a little to survivability, as will the lifesteal. The free ward can be priceless. They can also take a little warding pressure off of the support. Late-game, have you ever had to ward Baron but your build is already totally complete and couldn't buy a ward without selling an item and making it again, regardless of your role in the party? Having one of these makes up for that, at the cost of a bit of damage. Which is more important, your damage output or possibly giving away an uncontested Baron to the enemy team? Also, being at top lane, if on blue team, they can have blue buff almost to themselves. Making for an easy laning experience. If on red team, they have double golems and red buff. They can also ward blue team's blue buff and potentially control that too. The support build and playstyle remains largely unchanged. It should be noted that some unorthodox supports can work wonders here. (I've noticed TF can be incredible here as a support, and can also build yet another WL adding to the objective control.)
 * The jungler remains unchanged. There are a couple of junglers particularly favoured by this teamcomp. Examples are Shen (must build WL, can also fill a supp-tank role with Q and natural tankiness) and believe it or not, Caitlyn. Think passive. Think brush. Think jungle camps. The only camp with no brush close enough is Baron. But the WL built on good 'ol Cait will make up for that. I have tried and tested this. It works. You can even kite Dragon close enough to that tiny patch of brush at the exit of blue wraiths and abuse Cait's above-average AA range to get that passive working. It also counters any CV used at the dragon camp too. Damage doesn't drop off too much either. I've been both a jungler and AD carry at the same time as Cait, not dropping off too much in damage. (I went 16/3/6 that match). She also has the CC for reasonably good ganks. Her Teleport ganks are also exceptional. Using Cait here also allows a bit of free-reign for the AD carry to use something else that doesn't work so well with a WL. (Draven I find is HORRIBLE with WL, for example.) To make up for that, the supp might want to build it, however. Hence, Supp TF.

''NOTE: Got to go for a while, not done yet. If you do comment, just tell me if it was unfinished when you left the comment so I can go back and address that later. Thanks.''