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Within the context of [[:Category:League of Legends game modes|PvP game modes]], '''zoning''' generally refers to the act of one or more players on the same team positioning their champion in a way that enables them to utilize their offensive capabilities in order to contest or gain control of an area, for any amount of time. Zoning is an interaction that takes place at the brink of combat or inter-combat.
==What is zoning?==
 
Your '''zone''' is the area you are able to control with your champion. '''Zoning''' is the act of controlling your enemy's positioning and/or making them afraid of entering your zone. Zoning occurs when you push enemies back from minions by making them fear your zone. This is benificial because they will have a much harder time funding items mid- and late-game due to not being able to last hit minions for gold. Additionally, by pushing enemy champions far back enough, you can even deny them experience from dying minions. Both of these things together can be extremely advantageous throughout the game, as your opponents can be both undergeared ''and ''underleveled.
 
   
== How can I zone? ==
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== General ==
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Each team has {{tip|turrets}} and {{tip|minions}} that statically contribute to the team's controlled area through the presence and absence of them and their {{tip|sight|vision}}; turrets are bigger threats, while minions are lesser threats. Champions dynamically contribute to the team's controlled area by generally standing on any position near or outside of it, granting {{tip|sight|vision|nolink=true}} and/or clearing enemy vision, as well as threatening to attack.
Successful zoning requires your opponents to be afraid of being inside your zone. There are several ways to do this, some of them include: putting out more damage than them 1-on-1, hiding in the [[brush]]es, and making them fear a gank (either from a jungler or fellow laner that can travel quickly). Some tactics are more effective than others and combining them can be very effective. For instance, if your enemy laner knows that you can kill them if you get within range, your zone is limited to the range of your attacks and abilities. But, if you are hiding in the brushes, your zone covers virtually the entire lane, as your enemies don't know what part of the brush you are in.
 
   
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Zoning is performed with the intention of allowing the zoning team to secure objectives and/or restrict the enemy's movement and vision in a contested area, inhibit them from being able to secure their objectives, or force them to give up their current objectives altogether.
Certain champions are better at zoning than others, and certain combinations can be very effective. For example, {{ci|Xin Zhao}} is an excellent zoner. His {{ai|Audacious Charge|Xin Zhao}} has a moderate range and it slows, preventing enemy escape for a few seconds. His {{ai|Three Talon Strike|Xin Zhao}} makes it even more difficult to escape him with its Knock-Up. All this combined with decent damage output and a fellow laner can quickly take out an enemy. All this makes Xin a very proficient '''zoner'''. Coupling him with a {{ci|Lux}} can almost assure a kill with proper coordination. However, note that most ranged champions have the advantage in zoning over melee champions.
 
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* '''Objective''': A '''position''' or a map '''resource''' that may be the goal at some point of the game or fight. Zoning can be performed both for small objectives, such as granting {{tip|sight|vision}}, securing [[Farming|last-hits]] and clearing wards, and for larger ones such as {{ui|Baron Nashor|Baron}} and {{ui|Dragon}} or {{tip|turret|turrets}} and {{tip|takedown|takedowns}}.
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* '''Position''': Maps have features, namely open space, [[terrain]], {{tip|brush|brushes}}, [[Jungle plants|plants]], [[Base gate|base gates]], and possibly [[Dragon pit (League of Legends)#Elemental Rift|hextech gates]], which all prevent or allow movement and {{tip|sight|vision}} within a certain area for each team. There are always a select number of directions that champions can move toward through normal means of movement or using mobility spells in open space, in order to safely grant {{tip|sight|vision}} of enemies and Fog of War, and avoid enemy threats—such as {{tip|champions}} and their summons, {{tip|turrets}}, {{tip|minions}}, as well as locations without ally {{tip|sight|vision}}. The more area controlled, the fewer options enemies have when moving around.
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* '''Resource''': Maps provide many hotspots for champions to interact in close areas and contest ''map'' resources ({{tip|takedowns}}, {{tip|minions}}, epic {{tip|monsters}}, [[:Category:Structure|structures]], etc) while possibly trading them for ''champion'' resources (health, ability cooldowns, and ability costs).
   
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A ''positional advantage'' arises in a section of the map (e.g. a lane), when one party holds more ground than the opponent next to the objective. The party at a disadvantage may either try to contest the objective by moving toward it and potentially trading their own resources, or is otherwise forced to move toward a certain direction away from the objective and forgo it until a new opportunity appears to regain the position. The party at a disadvantage is being '''zoned''' away from the objective.
You can also '''zone''' by gradually shifting their movement from one side of a lane to another. This can be useful when setting up a gank. For example, if you are on the Blue Team (bottom left of map) and in bottom lane, your jungler will more than likely be coming from the river during a gank and will typically hide in the brush to wait for the right moment to strike. To increase the chances of successfully ganking a squishy or low health enemy, moving your champion to the right side of the lane can force the enemy to go to the other side, near the river. This makes it much easier for the ganker to get the jump on the enemy.
 
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== Champion interaction ==
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Attacks and spells are not necessarily used during zoning; the mere threat of using them also qualifies.
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It is important to distinguish that different champions have different combat capabilities. What is relevant for zoning is the [[Range|range]] of their offensive outputs:
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* [[Basic attack|Basic attacks]]
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* Damaging [[Champion ability|abilities]]
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* Slowing and immobilizing abilities
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* Mobility abilities (also referred to as 'gap-closers').
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: ''Note that a champion can have any combination of the three types of abilities, but all champions have a basic attack.''
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[[File:Zone of influence.png|Example of a Zone of Influence|right|300px]]
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The highest-range currently available offensive output of a champion, is referred to here as their {{sbc|threat zone}} or zone of influence.
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A ''range advantage'' arises from the mere fact of how different champions interact. Having a range advantage allows a champion to {{tt|''begin'' attacking first|At optimal reaction time.}}, potentially without the enemy being allowed to trade blows effectively or at all in time. Mobility spells and {{as|movement speed|ms}} artificially increase a champion's threat zone as well as determine the possible rate and extent of zoning at any given moment.
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Finally, a placed {{tip|ward}} that is known to the enemy may also perform zoning. If the enemy prefers to go by undetected, they will potentially have to choose a different route — [[Ward#Ward Timers|ward timers]] may help a player or the team achieve this goal as well.
   
 
== Strong zoners ==
 
== Strong zoners ==
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{{tip|Crowd control}}, nukes or burst combos (high-damage potential offensive outputs), and [[Champion summoned units|summons]] and traps are the main advantageous traits of strong zoners. For a melee champion, gap closers are beneficial, especially against a ranged champion who is generally more vulnerable but has easier access to melee. Sustain may also force the enemy to poke back and become vulnerable to a bad trade. Some potentially strong zoners are listed below as examples, but they do not apply in absolute: the quality and extent of zoning always depends on the match-up and game circumstances.
Crowd control and high damage output are the main components of zoning. Sustainability in the lane can also be very beneficial. Some potentially strong zoners are listed with explanations:
 
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* {{ci|Akali}} gains an enormous gap-closer when {{ai|Perfect Execution|Akali}} is unlocked, which can be very intimidating to a squishy target and may even scare them out of the lane due to the threat of her chasing them down.
* {{ci|Blitzcrank}}: Blitzcrank is an excellent zoner in a duo lane, especially when paired with a heavy damage-dealer. While his zoning relies on {{ai|Rocket Grab|Blitzcrank}}, and is therefore blocked by minions.
 
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* {{ci|Annie}} is an excellent zoner due to her {{ai|Pyromania|Annie}} uptime and her potentially infinite sustain with {{ai|Disintegrate|Annie}}. Coupled with her burst damage, she can prevent enemy champions from interacting with her or retaliating easily.
* {{ci|Caitlyn}}: Caitlyn is a excellent zoner in any lane. Her main zoning technique is laying {{ai|Yordle Snap Trap|Caitlyn|Yordle Snap Traps}}, discouraging the enemy from utilizing brush/limiting their movement. If they do step on one, you can repeatedly autoattack for significant damage.If you charge up {{ai|Headshot|Caitlyn}} the threat of the nuke will push most champions back. {{ai|Piltover Peacemaker|Caitlyn}} does massive amounts of damage if it hits.
 
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* {{cai|Glacial Storm|Anivia}} is zoning incarnate with some of the widest and most powerful area of effect spells in the game. Her {{ai|Crystallize|Anivia}} ability can effectively wall off enemies' movement and engages. {{ai|Glacial Storm|Anivia}} can control and even block a specific area for a long amount of time, due to the threat of its powerful {{tip|slow}} and synergy with her kit, and it allows her and her team to catch an enemy off-position and quickly kill them.
* {{ci|Cassiopeia}}: Cassiopeia is a very powerful zoner in any lane. Her {{ai|Noxious Blast|Cassiopeia}} is enormously strong for harrasment. Also, if either {{ai|Noxious Blast|Cassiopeia}} or {{ai|Miasma|Cassiopeia}} hit, her zoning capability becomes more powerful due to her spammable {{ai|Twin Fang|Cassiopeia}}.
 
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* {{cis|Blitzcrank}} zoning relies on bush control and the threat of hitting a perfect {{ai|Rocket Grab|Blitzcrank}} or using {{ai|Overdrive|Blitzcrank}} to reach enemies and follow up with a {{ai|Power Fist|Blitzcrank}}. However, Blitzcrank's hook can be blocked by minions or certain [[Champion summoned units|summons]].
* {{ci|Jax}}: Jax is a very effective zoner with his {{ai|Leap Strike|Jax}} + {{ai|Empower|Jax}} combo.
 
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* {{ci|Caitlyn}} is an excellent zoner in any lane, owing to her excellent range. Her main zoning technique is nuking, either through {{ai|Piltover Peacemaker|Caitlyn}} or {{ai|Headshot|Caitlyn}}. Laying {{ai|Yordle Snap Trap|Caitlyn|Yordle Snap Traps}} also discourages the enemy from utilizing brush or running into her to attack/retaliate, and great trap placement heavily limits the enemy's movement and options during an encounter.
* {{ci|Karthus}} : Karthus is a great zoner. His zoning capabilty is great when duo laning, but is best in a solo lane, where he can spam his {{ai|Lay Waste|Karthus}} on the opposing champion and deal double damage if the enemy is alone.
 
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* {{cai|Noxious Blast|Cassiopeia}} is one of the most powerful zoning tools, as it is very quick and enables chasing and casting a spammable burst of {{ai|Twin Fang|Cassiopeia}}.
* {{ci|LeBlanc}}: LeBlanc is an extremely effective zoner in any lane. Her {{ai|Sigil of Silence|LeBlanc}} combined with another spell can put out incredible damage. The slow/snare from {{ai|Ethereal Chains|LeBlanc}} can prevent enemies from escaping on top of providing even more damage. When she acquires {{ai|Distortion|LeBlanc}} and {{ai|Mimic|LeBlanc}}, her zoning potential increases even more.
 
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* {{ci|Gwen}} has one of the most powerful zones a champion can summon: her {{ai|Hallowed Mist|Gwen}} renders her {{tip|untargetable}} to hostile outsiders. This allows her to initiate fights safely while ignoring many attacks thrown at her.
* {{ci|Lux}}: Lux's zones best in a duo lane with a champion that can take advantage of her CC's. The slow from {{ai|Lucent Singularity|Lux}} is decent, and its damage is fairly good. The snare from {{ai|Light Binding|Lux}} is her primary advantage in zoning when paired with a high-damage teammate. Her CC allows high damaging teammate to put out more damage due to enemies not being able to get away.
 
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* {{cai|H-28G Evolution Turret|Heimerdinger}} is the apex of zoning - well-placed turrets can potentially hold an area for a very long time, especially against enemies that cannot take them down easily (such as melee champions) due to his massive burst potential from {{ai|UPGRADE!!!|Heimerdinger|Upgraded}} abilities used in combination with his turrets.
* {{ci|Singed}}: Singed's {{ai|Fling|Singed}} gives him a great deal of zoning potential, but he lacks in a solo lane. His {{ai|Mega Adhesive|Singed}} makes it difficult to get away if it is placed well, and his {{ai|Poison Trail|Singed}} can put out steady damage at its higher levels.
 
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* {{cai|Bladesurge|Irelia}} is not only a good ability with which to last hit minions, but it can also be used as a very long, repeatable gap closer or escape, and allows her to trade very quickly with unaware enemies. Fully committing to an enemy with {{ai|Flawless Duet|Irelia}} and {{ai|Vanguard's Edge|Irelia}} also provides her with high burst and kill threat, also thanks to her repeatable {{ai|Bladesurge|Irelia}}.
* {{ci|Taric}}: {{cai|Dazzle|Taric}} has a moderate range and is one of the best stuns in the game, and his heal can keep him and his teammate alive for quite a long time. By himself, his zoning ability isn't so great. But when put with a champion with high early game damage, he can be very good at it.
 
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* {{cis|Karthus}} zoning capability lies in his repeatable poke with {{ai|Lay Waste|Karthus}} for enemies within his range. The strong {{tip|slow}} from {{ai|Wall of Pain|Karthus}} also allows him to force the enemy to trade into him in order to avoid the repeating attacks if they do not have an available escape.
* {{ci|Tristana}}: Her Range over time allow her poke Champs, her {{ai|Explosive Shot|Tristana}} passive makes her a strong pusher while the active can shut dow champs like {{ci|Warwick}} or {{ci|Dr. Mundo}} and thanks to her {{ai|Rocket Jump|Tristana}} and {{ai|Buster Shot|Tristana}} she is a really hard target to gank.
 
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* {{ci|Lux}} has very high burst potential and strong, long-range CC. {{ai|Lucent Singularity|Lux}} is one of the easiest spells to hit and catch up to enemies with, especially early in the game where champions do not have enough {{as|movement speed|ms}} to dodge it, thus forcing them to predict it. Enemies attempting to dodge {{ai|Lucent Singularity|Lux}} may force enemies to move toward a direction that renders them vulnerable to {{ai|Light Binding|Lux}} or the high uptime of her {{ai|Illumination|Lux}}.
* {{ci|Urgot}}: Urgot is one of the best zoners in the game. He shines best in a 1v1 lane, where he can abuse the massive range on his locked-on {{ai|Acid Hunter|Urgot}} following a {{ai|Noxian Corrosive Charge|Urgot}}. The enormous range of this combo essentially guarantees that he will be able to use the entire combo while being relatively safe from retaliation.
 
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* {{ci|Neeko}} can zone with her mere presence in the game, as unsuspecting enemies may not know when she uses {{ai|Inherent Glamour|Neeko}} to hide herself and engage. Other than that, {{ai|Blooming Burst|Neeko}} is also a great zoning tool as it is very easy to hit early in the game for the same reasons as {{cai|Lucent Singularity|Lux}} mentioned above.
* {{ci|Xin Zhao}}: As explained above, his damage combined with his CC makes him an excellent laner, as his charge outranges a lot of champion skills and almost all auto attacks.
 
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* {{cai|Slice and Dice|Renekton}} allows him to cover a long distance in a short amount of time. Following dashing into an enemy with {{ai|Cull the Meek|Renekton}} and {{ai|Ruthless Predator|Renekton}} can deal a significant amount of burst damage, while his Empowered {{ai|Ruthless Predator|Renekton}} is one of the highest threat points among melee champions.
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* {{cai|Overload|Ryze}} is on a very short cooldown, meaning it can be used to .
 
* {{cis|Tristana}} range allows her to poke champions. Her {{ai|Explosive Shot|Tristana}} passive makes her a strong pusher, while the active can shut down champs like {{ci|Warwick}} or {{ci|Dr. Mundo}} and thanks to her {{ai|Rocket Jump|Tristana}} and {{ai|Buster Shot|Tristana}} it is hard to gank her.
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* {{cai|Wind Becomes Lightning|Xin Zhao}} allows him to gap-close with {{ai|Audacious Charge|Xin Zhao}} — which outranges a lot of attacks and spells in general — from a very high range and follow up with his CC from {{ai|Three Talon Strike|Xin Zhao}}. {{ai|Crescent Guard|Xin Zhao}} can also be used to safely push (either alone or with the team) into a contested area while ignoring most enemy threats from afar for a moderate amount of time.
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* {{cai|Steel Tempest|Yasuo}} and {{cai|Mortal Steel|Yone}} tornadoes can force enemies to temporarily completely give up their position in lane, because their combination with their multiple gap-closers and CC provides them with high burst damage in a short amount of time.
   
 
== References ==
 
== References ==
 
* [http://www.youtube.com/watch?v=0kxGQ3gWdrM Shurelia's Tutorial on Zone Control]
 
* [http://www.youtube.com/watch?v=0kxGQ3gWdrM Shurelia's Tutorial on Zone Control]
   
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[[es:Zoning]]
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[[zh:Zoning]]
 
[[Category:Gameplay elements]]
 
[[Category:Gameplay elements]]
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[[Category:Techniques]]

Latest revision as of 17:32, 16 March 2024

Within the context of PvP game modes, zoning generally refers to the act of one or more players on the same team positioning their champion in a way that enables them to utilize their offensive capabilities in order to contest or gain control of an area, for any amount of time. Zoning is an interaction that takes place at the brink of combat or inter-combat.

General

Each team has Turret icon turrets and Minion icon minions that statically contribute to the team's controlled area through the presence and absence of them and their Sight icon vision; turrets are bigger threats, while minions are lesser threats. Champions dynamically contribute to the team's controlled area by generally standing on any position near or outside of it, granting Sight icon vision and/or clearing enemy vision, as well as threatening to attack.

Zoning is performed with the intention of allowing the zoning team to secure objectives and/or restrict the enemy's movement and vision in a contested area, inhibit them from being able to secure their objectives, or force them to give up their current objectives altogether.

  • Objective: A position or a map resource that may be the goal at some point of the game or fight. Zoning can be performed both for small objectives, such as granting Sight icon vision, securing last-hits and clearing wards, and for larger ones such as Baron Baron and Dragon Dragon or Turret icon turrets and Damage rating takedowns.
  • Position: Maps have features, namely open space, terrain, Brushmaker brushes, plants, base gates, and possibly hextech gates, which all prevent or allow movement and Sight icon vision within a certain area for each team. There are always a select number of directions that champions can move toward through normal means of movement or using mobility spells in open space, in order to safely grant Sight icon vision of enemies and Fog of War, and avoid enemy threats—such as Champion icon champions and their summons, Turret icon turrets, Minion icon minions, as well as locations without ally Sight icon vision. The more area controlled, the fewer options enemies have when moving around.
  • Resource: Maps provide many hotspots for champions to interact in close areas and contest map resources (Damage rating takedowns, Minion icon minions, epic Monster icon monsters, structures, etc) while possibly trading them for champion resources (health, ability cooldowns, and ability costs).

A positional advantage arises in a section of the map (e.g. a lane), when one party holds more ground than the opponent next to the objective. The party at a disadvantage may either try to contest the objective by moving toward it and potentially trading their own resources, or is otherwise forced to move toward a certain direction away from the objective and forgo it until a new opportunity appears to regain the position. The party at a disadvantage is being zoned away from the objective.

Champion interaction

Attacks and spells are not necessarily used during zoning; the mere threat of using them also qualifies.

It is important to distinguish that different champions have different combat capabilities. What is relevant for zoning is the range of their offensive outputs:

  • Basic attacks
  • Damaging abilities
  • Slowing and immobilizing abilities
  • Mobility abilities (also referred to as 'gap-closers').
Note that a champion can have any combination of the three types of abilities, but all champions have a basic attack.
Example of a Zone of Influence

The highest-range currently available offensive output of a champion, is referred to here as their threat zone or zone of influence.

A range advantage arises from the mere fact of how different champions interact. Having a range advantage allows a champion to begin attacking first, potentially without the enemy being allowed to trade blows effectively or at all in time. Mobility spells and movement speed artificially increase a champion's threat zone as well as determine the possible rate and extent of zoning at any given moment.

Finally, a placed Ward icon ward that is known to the enemy may also perform zoning. If the enemy prefers to go by undetected, they will potentially have to choose a different route — ward timers may help a player or the team achieve this goal as well.

Strong zoners

Stun icon Crowd control, nukes or burst combos (high-damage potential offensive outputs), and summons and traps are the main advantageous traits of strong zoners. For a melee champion, gap closers are beneficial, especially against a ranged champion who is generally more vulnerable but has easier access to melee. Sustain may also force the enemy to poke back and become vulnerable to a bad trade. Some potentially strong zoners are listed below as examples, but they do not apply in absolute: the quality and extent of zoning always depends on the match-up and game circumstances.

  • Akali Akali gains an enormous gap-closer when Perfect Execution Perfect Execution is unlocked, which can be very intimidating to a squishy target and may even scare them out of the lane due to the threat of her chasing them down.
  • Annie Annie is an excellent zoner due to her Pyromania Pyromania uptime and her potentially infinite sustain with Disintegrate Disintegrate. Coupled with her burst damage, she can prevent enemy champions from interacting with her or retaliating easily.
  • Anivia's Anivia's Glacial Storm Glacial Storm is zoning incarnate with some of the widest and most powerful area of effect spells in the game. Her Crystallize Crystallize ability can effectively wall off enemies' movement and engages. Glacial Storm Glacial Storm can control and even block a specific area for a long amount of time, due to the threat of its powerful Slow icon slow and synergy with her kit, and it allows her and her team to catch an enemy off-position and quickly kill them.
  • Blitzcrank's Blitzcrank's zoning relies on bush control and the threat of hitting a perfect Rocket Grab Rocket Grab or using Overdrive Overdrive to reach enemies and follow up with a Power Fist Power Fist. However, Blitzcrank's hook can be blocked by minions or certain summons.
  • Caitlyn Caitlyn is an excellent zoner in any lane, owing to her excellent range. Her main zoning technique is nuking, either through Piltover Peacemaker Piltover Peacemaker or Headshot Headshot. Laying Yordle Snap Traps Yordle Snap Traps also discourages the enemy from utilizing brush or running into her to attack/retaliate, and great trap placement heavily limits the enemy's movement and options during an encounter.
  • Cassiopeia's Cassiopeia's Noxious Blast Noxious Blast is one of the most powerful zoning tools, as it is very quick and enables chasing and casting a spammable burst of Twin Fang Twin Fang.
  • Gwen Gwen has one of the most powerful zones a champion can summon: her Hallowed Mist Hallowed Mist renders her Untargetable icon untargetable to hostile outsiders. This allows her to initiate fights safely while ignoring many attacks thrown at her.
  • Heimerdinger's Heimerdinger's H-28G Evolution Turret H-28G Evolution Turret is the apex of zoning - well-placed turrets can potentially hold an area for a very long time, especially against enemies that cannot take them down easily (such as melee champions) due to his massive burst potential from Upgraded Upgraded abilities used in combination with his turrets.
  • Irelia's Irelia's Bladesurge Bladesurge is not only a good ability with which to last hit minions, but it can also be used as a very long, repeatable gap closer or escape, and allows her to trade very quickly with unaware enemies. Fully committing to an enemy with Flawless Duet Flawless Duet and Vanguard's Edge Vanguard's Edge also provides her with high burst and kill threat, also thanks to her repeatable Bladesurge Bladesurge.
  • Karthus' Karthus' zoning capability lies in his repeatable poke with Lay Waste Lay Waste for enemies within his range. The strong Slow icon slow from Wall of Pain Wall of Pain also allows him to force the enemy to trade into him in order to avoid the repeating attacks if they do not have an available escape.
  • Lux Lux has very high burst potential and strong, long-range CC. Lucent Singularity Lucent Singularity is one of the easiest spells to hit and catch up to enemies with, especially early in the game where champions do not have enough movement speed to dodge it, thus forcing them to predict it. Enemies attempting to dodge Lucent Singularity Lucent Singularity may force enemies to move toward a direction that renders them vulnerable to Light Binding Light Binding or the high uptime of her Illumination Illumination.
  • Neeko Neeko can zone with her mere presence in the game, as unsuspecting enemies may not know when she uses Inherent Glamour Inherent Glamour to hide herself and engage. Other than that, Blooming Burst Blooming Burst is also a great zoning tool as it is very easy to hit early in the game for the same reasons as Lux's Lux's Lucent Singularity Lucent Singularity mentioned above.
  • Renekton's Renekton's Slice and Dice Slice and Dice allows him to cover a long distance in a short amount of time. Following dashing into an enemy with Cull the Meek Cull the Meek and Ruthless Predator Ruthless Predator can deal a significant amount of burst damage, while his Empowered Ruthless Predator Ruthless Predator is one of the highest threat points among melee champions.
  • Ryze's Ryze's Overload Overload is on a very short cooldown, meaning it can be used to .
  • Tristana's Tristana's range allows her to poke champions. Her Explosive Shot Explosive Shot passive makes her a strong pusher, while the active can shut down champs like Warwick Warwick or Dr Dr. Mundo and thanks to her Rocket Jump Rocket Jump and Buster Shot Buster Shot it is hard to gank her.
  • Xin Zhao's Xin Zhao's Wind Becomes Lightning Wind Becomes Lightning allows him to gap-close with Audacious Charge Audacious Charge — which outranges a lot of attacks and spells in general — from a very high range and follow up with his CC from Three Talon Strike Three Talon Strike. Crescent Guard Crescent Guard can also be used to safely push (either alone or with the team) into a contested area while ignoring most enemy threats from afar for a moderate amount of time.
  • Yasuo's Yasuo's Steel Tempest Steel Tempest and Yone's Yone's Mortal Steel Mortal Steel tornadoes can force enemies to temporarily completely give up their position in lane, because their combination with their multiple gap-closers and CC provides them with high burst damage in a short amount of time.

References