2. MARCO TEÓRICO
2.2. SISTEMA DE DELIMITACIÓN Y CODIFICACIÓN PFAFSTETTER
Imagine that amazing initiate listed above. Now imagine it didn't work because the initiator was instantly crowd controlled (knocked up, knocked back, silenced) and their combo was broken. Not all initiates can be effectively countered, particularly those that come in from a range (Ashe's ultimate).
Disengagement
Similar to counter-initiation, champions that can disengage help them and their team back out of a fight even when they’re initiated on. Examples are Janna, who can use both her ultimate and her tornado to prevent opponents from sticking to her teammates, and Zyra, who can use her ultimate and her binding roots to the same effect. Disengagement champions work very well with pusher champions on the same team, as this allows for more effective split pushing (covered in “The Impossible Decision” later in this e- book).
Chase
Champions with strong chase can stick to fleeing opponents, either with extreme movement speed or extreme mobility. Kassadin, Hecarim, and Master Yi are examples of strong chasers. These champions are sometimes able to close out fights against hyper-mobility team compositions, which are covered in the “Team Compositions” section.
Disruption
A disruptor is a champion that can prevent other opponents from functioning at their potential in skirmishes and team fights. At the most basic level, any crowd control can function as disruption, though some champions are better at the role than others. For example, Leona has an immobilize, stun, and AOE stun/slow that she can use in skirmishes, giving her repeated opportunities to prevent enemies from moving, casting, or attacking. Nautilus has a slow, an immobilize, and a knockup.
Many tanks are able to frequently disrupt opponents in fights. However, other champions have very strong disruption abilities that can turn team fights in their favor. For example, Wukong's ultimate, Cyclone, can knock enemy champions up in the air, preventing them from moving, casting, or attacking.
Jungler
Junglers are champions who gain levels, gold, and experience from killing monsters in the jungle. Ideally, these players are also helping to gank and kill opponents in the main lanes, and are potentially harassing enemy champions in the opposing jungle.
Any champion can jungle, though some champions do this more effectively than others. Also, jungling is dramatically improved with full or near-full runes and masteries, meaning it is generally best achieved by players with high summoner levels (though this is less true after the season 2 rework of the jungle). Junglers are important because of their flexibility and their impact on the game. With a jungler, an opposing team must be concerned about unexpected ganks and often must invest gold in wards for additional vision around their lanes. If they don't, they will pay for it if the jungler successfully ganks them.
By having a jungler, a team also has another lane with only a single player in it. This dramatically increases the experience the solo player receives (and, if played well, the gold available to them from minions).
Smite is generally necessary for the most effective jungling. Because of its ability to turn games in the team's favor by securing kills on Dragon and Baron Nashor, it is better than having an ability that helps more with securing early kills.
Stealth
A small handful of champions have a stealth ability that allows them to go invisible to enemy champions. Stealth has two primary benefits: First, it makes the champion much more difficult to hit with most abilities, and impossible to hit with targeted abilities or attacks if the enemy does not have vision on them. Second, it allows for unexpected or sometimes unavoidable attacks, especially when combined with a movement mechanic such as Vayne's Tumble with her Night Hunter ultimate active, or Shaco's Deceive.
Stealth can be countered with Vision Wards (the more expensive version of Sight Wards) and the Red Lens trinket, as well as certain champion abilities (such as Lee Sin's Tempest). However, even though there are ways to stop stealthers, a vigilant team with stealth champions may destroy vision wards and prioritize or avoid champions with unused Red Lens trinkets.
Stealthed units are not targetable without vision, but most AOE attacks and skillshots will still hit the target if you can accurately guess where they are.
Mobile
Mobile champions are those with abilites that dramatically increase their mobility in fights. This comes in all forms, including movement speed increases (ex: Udyr, Skarner), dash abilities (ex: Irelia, Tristana), or blink/flash abilities (ex: Kassadin, Ahri). In a class of their own are the champions with global
movement ultimates -- Twisted Fate, Nocturne, and Pantheon -- who can move across huge areas of the map quickly.
Mobility is strong in chasing and escaping. It is generally best at closing the gap between a champion and a high-priority target such as a carry. Mobility and positioning has a big impact on the outcome of skirmishes and team fights, and a team with a very large mobility advantage usually has an advantage in team fights since they may be more capable of pursuing fleeing opponents and escaping unfavorable fights.
Zoning
Preventing or strongly discouraging opponents from entering an area, or keeping them in a favorable area, is zoning. Though important throughout the game, this often has its largest potential impact in the early game when initial gold and experience can be denied. Zoning usually occurs in one of two ways.
The first way is through champion abilities. Persistent AOE spells such as Morgana's Tormented Soil and Anivia's Glacial Storm are very dangerous to opponents and deter enemies from standing in them unless absolutely necessary.Delayed effects such as Lux' Lucent Singularity and Gragas' Barrel Roll can prevent players from moving around them until the effect has expired. In the case of Ziggs, both Hexplosive Minefield and Satchel Charge act as strong zoning tools and can block map chokepoints.
The second means of zoning is fairly simple, and can be achieved with any champion in the right circumstance: The risk of death. If an opponent has been harassed down far enough, or if their lane mate has been killed and they're facing two opponents, they may believe they are at a significant risk of being killed if they stay too close. Zoning occurs if the champions with the favorable situation position themselves very aggressively, often behind the enemy's minions, so the enemy champion cannot safely approach to earn gold or even experience.
Some champions are naturally good zoners. Pantheon's Spear Shot and Gangplank's Parrrley both offer short-cooldown harassment to their opponents, potentially bringing their opponents low enough after several uses that they can no longer safely move in range. Olaf's Reckless Swing is a strong deterrant to enemies who must use melee-range attacks on enemies near him to earn gold.
Player terrain abilities such as Anivia's Crystallize and Jarvan's Cataclysm prevent players from easily moving in a direction. While these don't fall into the traditional meaning of zoning (as zoning usually implies active, but not forced, pressure on opponents), they're still important to keep in mind.