
A teamfight is won by who deals damage safely, not who deals the most. Position decides whether your damage happens at all — and target choice decides whether it matters.
Before any fight, know what your champion is there to do. Carries (ADCs, mages) sit at the back and deal damage from max range. Tanks and bruisers hold the front, soaking damage and starting the fight. Assassins wait on the flank for the moment to dive. Standing in the wrong spot for your role is the most common way fights are lost.
The classic mistake is a squishy carry standing too far forward and getting deleted before they do anything. A live carry at the back deals infinitely more damage than a dead one who walked up.
Key takeaways
Everyone wants to kill the enemy carry, but as a damage dealer your real job is to attack the closest enemy you can safely hit — usually their front line. Walking past the tank to reach their backline just gets you killed and your damage wasted. Whittle down whatever's in front of you; the carry dies once their team is gone.
Assassins and divers are the exception — their whole kit exists to reach the backline, and they pick the moment to do it. Everyone else: damage the nearest safe target and let the fight bring the carries to you.
Key takeaways
Most fights are decided by who engages on whom. Start the fight when you have an advantage — a number lead, a key enemy out of position, or your cooldowns and ultimates up while theirs are down. Engaging into a fight where the enemy is ready and you aren't is how aces happen to you.
Patience wins teamfights. Waiting for the enemy to mis-step, or for your tank to land the engage, beats randomly running it down. And if a fight goes bad, disengaging to fight again later is a real option — a 4v5 you walk away from isn't a 4v5 you lose.
Key takeaways