Advanced teamfighting is using the map itself to win fights: terrain and choke points to trap or split the enemy, vision to hide your team, and flanks to hit their backline from an angle they don't expect. These tools let a team win fights it would lose head on, and they matter most around dragon, Baron and the jungle in the mid and late game.
Last updated
1. Terrain and choke points
Narrow jungle paths and river entrances bunch a team together. A team with area damage or wide crowd control wants the enemy in a choke; a team of carries who need space wants open ground.
Before the fight, choose where you want it, and walk around to get there instead of fighting where you stand.
2. Flanks
A flank is entering the fight from the side or from behind, instead of from the front. It lets your engage or your assassin reach the enemy backline without going through their frontline.
A flank only works if the enemy doesn't see it coming, so it needs fog on the path and timing with the rest of your team.
3. Vision is the weapon
Clear the enemy wards on your flank path and around the objective, and keep your own wards on their paths. The team that sees more chooses where and when the fight starts.
4. Split the enemy team
Some abilities split a team in two: walls, terrain-changing ultimates, zones that nobody wants to walk through. Used well, they turn a five against five into a fight with half the enemy team.
Even without such abilities, a good flank pulls enemies apart: the backline turns to the flank, and the frontline is left alone.
5. Teleport flanks
Teleport can bring a player into a fight from behind the enemy, onto a ward or a minion. Placed well, it is one of the strongest flanks in the game.
It needs a ward or a minion in the right place, deep enough to be behind the enemy but safe enough to land on.
Watch where your fights happen
In a replay of a big fight, look at the ground before it started. Was it a choke or open space? Which team did that suit?
Then look at where each player came from. Fights won by a flank or lost to one show you how much the angle of the fight matters.
Practice advanced fight decisions
MOBA Trainer turns real game situations into puzzles: you see the map, choose the play, and learn what the best players would do and why. Advanced teamfighting has its own video explanation and training puzzles on the Pattern Map, made by top players and coaches, next to the other fighting patterns.
Frequently asked questions
- What is flanking in League of Legends?
- Flanking is entering a fight from the side or from behind instead of from the front, usually from fog, so you can reach the enemy backline.
- What is a choke point?
- A narrow place on the map, such as a jungle path or a river entrance, where a team has to walk close together. Area abilities hit more targets there.
- How does vision help in teamfights?
- It tells you where the enemy is and hides where you are. The team with more vision chooses where and when the fight starts, and can flank without being seen.
- Should I learn basic teamfighting first?
- Yes. Advanced teamfighting builds on knowing your composition, your role and who to focus. Learn those first, then add terrain, flanks and vision.
- Is MOBA Trainer free?
- The daily puzzle and the first lesson are free. The full campaign with every pattern is part of the Season Pass, at $9.99 a month or $69.99 a year. MOBA Trainer runs on Windows, macOS, iPhone and Android, in the web app and as the Discord bot Moti, in 12 languages.