Jan 11, 2019

Troll Team Comps in LoL: 6 Cheese 5-Man Lineups

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Trundle rowing a fishing boat, a trolling pun

Six cheese lineups for a full premade


Anyone can lock in one troll pick. Getting four friends to lock in the same bad idea at the same time is a different sport, and the results are a lot harder for the enemy team to explain afterwards.


Below are six full 5-man cheese comps, thirty champions in total, each built around one rule the game doesn't expect a whole team to break at once. Every pick is justified by what the ability actually does, and every comp comes with the honest version of how it falls apart.

Trundle rowing a fishing boat, a trolling pun

Troll Team Comps

Six Cheese Lineups

6 Comps · 30 Champions

Six cheese lineups for a full premade


Anyone can lock in one troll pick. Getting four friends to lock in the same bad idea at the same time is a different sport, and the results are a lot harder for the enemy team to explain afterwards.


Below are six full 5-man cheese comps, thirty champions in total, each built around one rule the game doesn't expect a whole team to break at once. Every pick is justified by what the ability actually does, and every comp comes with the honest version of how it falls apart.


Disclaimer: Nerfplz does not condone such behaviors in ranked. To be fair, please only do these things to people you know so that they can hold a lifelong grudge and get revenge when you least expect it.

What actually separates a cheese comp from griefing


Every comp below is built to be funny, but four things are true of the ones that also win. If you're inventing your own, check it against these before you drag four friends into it.


Break one rule, not five. A draft where everyone picked something weird is just a loss. A draft where all five picks serve the same weird idea gets a real advantage, because the enemy team drafted for a normal game and you didn't queue for one.
The plan has to survive the loading screen. If the enemy can read your whole strategy off five portraits and swap one pick to answer it, that isn't cheese, it's a coin flip. The comps here hide the plan inside ability interactions rather than inside obvious picks.
Somebody still has to farm. Two of your five need to reach items on schedule or the joke stops being funny around twenty minutes. Decide who those two are in champion select, not at the first dragon.
Know the losing condition before you queue. Every comp on this page gets a line explaining how it comes apart. That line is the difference between running a cheese strategy and wasting four other people's evening.

If you want the serious version of this thinking, we wrote it up in Team Composition Building 101, which covers poke, sustain, all-in and disengage as real archetypes rather than as punchlines.


Six troll team comps for a full 5-man


1. Nowhere on the map is safe


Gangplank · Karthus · Twisted Fate · Ashe · Shen

Every ultimate on this team reaches a fight the champion isn't standing in. Nobody rotates, nobody walks anywhere, and the enemy team never gets a clean 5v5 because there's always a sixth thing arriving from off screen. It's the closest thing to a cheese comp that a coach would actually sign off on, which is exactly why it's the one to start with.


Gangplank portrait TOP

Gangplank

Cannon Barrage [R]

Cannon Barrage [R] takes a point on the map and shells it, and the game files give the cast a 30,000 unit range, which is the map several times over. Gangplank can be sitting on his own turret and still decide a fight at the enemy's dragon pit. Parrrley [Q] keeps him farming through a lane he isn't paying attention to.

Karthus portrait JNG

Karthus

Requiem [R]

Requiem [R] channels for three seconds and then damages every enemy champion, in Riot's own wording, regardless of distance. Death Defied [Passive] is the trolly half: dying puts Karthus in an untargetable spirit form for seven seconds where he keeps casting for free. Requiem [R] switches off once Death Defied [Passive] has run four of those seconds, so the fire-from-the-grave window is real but short.

Twisted Fate portrait MID

Twisted Fate

Destiny [R]

Destiny [R] gives true sight of every enemy champion on the map, which is the actual weapon. The Gate recast that teleports him in is almost a bonus. Loaded Dice [Passive] hands him bonus gold on every kill, so he stays on curve while spending the game somewhere other than his own lane.

Ashe portrait ADC

Ashe

Enchanted Crystal Arrow [R]

The game files give the arrow a 25,000 unit range, which in practice means it keeps flying until it hits somebody, and it stuns for between 1 and 3.5 seconds depending on how far it travelled. Worth knowing before you fire from the fountain: the stun stops scaling at 2,800 units, so an arrow sent two lanes over already does the maximum and a genuinely cross-map one isn't any better. Volley [W] plus Frost Shot [Passive] keeps her lane honest in the meantime.

Shen portrait SUP

Shen

Stand United [R]

Stand United [R] is flagged global outright, with no range cap at all. Shen shields an ally anywhere, channels three seconds, then lands between them and the nearest enemy champion while destroying any projectile aimed at him. Shen support is the pick that makes this comp work, because a support who leaves lane every ninety seconds is a support nobody drafts against.


How you run it. Nobody defends their own lane. Give up a tower, take two somewhere else. The five of you should never be on screen together until an objective spawns, and then all five ultimates land inside about two seconds.

How it falls apart. These are five long cooldowns holding up a team of five champions who each individually lose a straight 1v1. If the enemy forces a fight while three of the five ultimates are down, there's no plan B and nothing that stops a hard engage.

2. Nobody on this team stays dead


Sion · Kindred · Anivia · Kog'Maw · Zilean

Five champions who all keep doing something useful after the health bar hits zero. The enemy team gets every kill they were hoping for and then has to win the fight a second time, which is a specific and very funny kind of demoralising.


Sion portrait TOP

Sion

Glory in Death [Passive]

Sion dies, sits in stasis for a second and a half, then stands back up at full health with 1.75 attack speed, 100% life steal and bonus on-hit damage worth 10% of the target's maximum health. Two details make it troll fuel rather than a consolation prize: his damage to structures drops to 40% while it's running, and his death timer starts when he actually died, not when the frenzy ends, so the second life costs him nothing.

Kindred portrait JNG

Kindred

Lamb's Respite [R]

Lamb's Respite [R] blesses a 535 unit circle for four seconds and gives every unit inside a floor of 10% maximum health, then heals them all when it ends. Every unit means the enemy too, which is why this ability has ended more friendships than any other in the game. It won't rescue a champion mid-resurrection from Guardian Angel, so don't count on that one.

Anivia portrait MID

Anivia

Rebirth [Passive]

Rebirth [Passive] turns fatal damage into an egg, and if the egg lives, so does Anivia, at full health. Pair it with Crystallize [W] across the entrance to whatever pit you just died in and the enemy team has to choose between finishing the egg and getting out.

Kog'Maw portrait ADC

Kog'Maw

Icathian Surprise [Passive]

Four seconds after Kog'Maw dies, he detonates for true damage on everything nearby. Nothing about that is a threat on paper and it kills people constantly, because the four second delay lands exactly when a team stops paying attention and starts walking to the next objective.

Zilean portrait SUP

Zilean

Chronoshift [R]

Chronoshift [R] marks an ally, and lethal damage puts them into stasis instead of a grey screen before reviving and healing them. Time Warp [E] on the same target means the person you just refused to let die also outruns everyone chasing them.


How you run it. Fight in chokes and at objectives, where the enemy has to commit rather than reset. Every one of these effects rewards an enemy team that overstays, so bait the overstay: dive, die on purpose, and let the four remaining death mechanics collect.

How it falls apart. None of it stops a team that simply leaves. Kindred, Zilean and Anivia are all on long cooldowns, and a patient enemy takes the objective, backs off and comes again when the timers are down. This comp beats greed, not discipline.

3. You can't kill what you can't find


Teemo · Evelynn · Akali · Twitch · Pyke

At any given moment all five of these champions can be invisible at once, which turns a normal game of League into a vision war the enemy team didn't know they'd queued for. It's the most genuinely toxic comp on this page and the one that most reliably makes people type in all chat.


Teemo portrait TOP

Teemo

Guerrilla Warfare [Passive]

Teemo goes invisible after 1.5 seconds of standing perfectly still, and inside a brush he keeps the invisibility while moving. The detail nobody remembers: Flash and Teleport both break it, unless the place he lands is also brush. Noxious Trap [R] handles everything he isn't personally standing on.

Evelynn portrait JNG

Evelynn

Demon Shade [Passive]

From level 6, Demon Shade [Passive] gives Evelynn camouflage after four seconds out of combat, with a 700 unit detection radius. Camouflage rather than invisibility means enemies see her when she's close, so her whole game is choosing when close happens. Allure [W] then charms whoever she picked.

Akali portrait MID

Akali

Twilight Shroud [W]

Inside her own smoke Akali is invisible and can't be selected by abilities or attacks at all, and acting only reveals her briefly. Dropping Twilight Shroud [W] on top of a contested objective is a legitimate strategy that reads as pure trolling to everyone watching.

Twitch portrait ADC

Twitch

Ambush [Q]

Ambush [Q] camouflages Twitch after a one second delay for 10 to 14 seconds with a 500 unit detection radius, and the cooldown resets outright when a champion carrying Deadly Venom [Passive] dies. Camouflage, again, not invisibility: standing next to somebody gives him away, so the range on Spray and Pray [R] is the point.

Pyke portrait SUP

Pyke

Ghostwater Dive [W]

Ghostwater Dive [W] hands Pyke camouflage and a big decaying burst of speed, and Gift of the Drowned Ones [Passive] regenerates the damage champions have recently done to him while he's hidden. Hiding is how he heals, which means the correct play in a losing fight is to disappear and come back at full health.


How you run it. Buy control wards on every single champion and treat the enemy's wards as the primary objective. Every fight should start with somebody walking into four champions they can't see, which means picking a bush and being patient enough to wait in it.

How it falls apart. One enemy player who buys a control ward and a sweeper undoes a lot of this, and none of the five wants to be hit first. A team with real engage and reasonable vision beats it comfortably. Compare notes with the older stealth build in our Smoke and Mirrors comp.

4. We decide where you get to walk


Yorick · Trundle · Taliyah · Veigar · Braum

Five different ways to put something solid between an enemy and the place they wanted to be. Individually each one is a normal ability. Stacked five deep in one draft, the enemy team spends the whole game walking into scenery, and the jungle stops being a place you can run through.


Yorick portrait TOP

Yorick

Dark Procession [W]

Dark Procession [W] raises a ring of spirits that acts as impassable terrain against enemies but not allies, for four seconds. Enemies caught within roughly 210 units of the centre get pulled inside the cage rather than pushed out, which is the whole trick. The wall has 2 to 4 health, takes 1 damage per champion attack, and a single turret shot deletes it, so cage people away from towers.

Trundle portrait JNG

Trundle

Pillar of Ice [E]

Pillar of Ice [E] is real terrain for six seconds. It knocks anyone standing there out to 225 units from the centre and slows everything nearby by up to 46%. Used well it splits a team in half at a choke. Used badly it knocks the enemy carry safely away from your own team, which happens more than anybody admits.

Taliyah portrait MID

Taliyah

Weaver's Wall [R]

Weaver's Wall [R] is the biggest piece of terrain any champion can make, lasting four seconds once it has finished forming, and Taliyah can recast to destroy it early if she put it in a stupid place. It refuses to cast within three seconds of taking champion or turret damage, so she has to make the call before the fight rather than during it.

Veigar portrait ADC

Veigar

Event Horizon [E]

Veigar bot is a troll pick in its own right, and Event Horizon [E] is the one wall here that isn't terrain. It's a three second cage whose edge stuns anything crossing it, so it doesn't block movement, it punishes it. Phenomenal Evil Power [Passive] means every stun he lands makes the next one hurt more, permanently.

Braum portrait SUP

Braum

Unbreakable [E]

Unbreakable [E] intercepts enemy missiles coming from the direction he's facing, eating the first one entirely and cutting the rest, which is a wall for projectiles rather than for people. Glacial Fissure [R] then knocks up along a line and leaves a slow zone behind, so the last thing the enemy walks into is also terrain-shaped.


How you run it. Fight in the jungle and never in an open lane. Pick a choke, wall the escape rather than the entrance, and remember that a wall placed between the enemy and their own team is worth three placed between them and you.

How it falls apart. Every wall here has a short duration and a cooldown measured in the tens of seconds, and half of them help the enemy if you misplace them. A team with dashes, blinks or a Trundle of their own walks through the whole plan.

5. Five supports and nobody to blame


Soraka · Taric · Sona · Lulu · Janna

The purest troll comp on this page, because there's no clever mechanical trick underneath it. Five enchanters, four of them in roles they have no business being in, and a total damage output that would embarrass a support duo. It also wins games, which is the part that makes people angry.


Soraka portrait TOP

Soraka

Wish [R]

Wish [R] heals every allied champion regardless of distance, so Soraka can be losing top lane and still decide a fight at the enemy's base. Astral Infusion [W] costs her own health to heal an ally, and Equinox [E] silences everything standing in it before rooting whoever stayed too long. Soraka top is a genuinely old strategy, not a joke somebody invented for this list.

Taric portrait JNG

Taric

Cosmic Radiance [R]

Cosmic Radiance [R] winds up for 2.5 seconds and then makes Taric and every nearby ally invulnerable for 2.5 seconds. The telegraph is enormous and it doesn't matter, because there's nothing the enemy can do about it once it lands. Bastion [W] links him to whoever most needs to survive the next twenty seconds.

Sona portrait MID

Sona

Crescendo [R]

Crescendo [R] stuns everyone in a line for a second and a half, which is the single piece of hard engage this entire team owns. Everything else Sona does is aura maintenance: Hymn of Valor [Q], Aria of Perseverance [W] and Song of Celerity [E] just cycle while she walks around being unkillable.

Lulu portrait ADC

Lulu

Wild Growth [R]

Wild Growth [R] knocks up everything around the ally it targets and hands them a large chunk of maximum health. Lulu played as the marksman is really just Lulu, and Whimsy [W] on an enemy assassin at the right moment is worth more than the marksman the enemy drafted.

Janna portrait SUP

Janna

Monsoon [R]

Monsoon [R] throws everyone nearby backwards and then heals allies for as long as she stands still holding it. Against a team that has to walk into you to do anything, it's the most obnoxious ability in League, and this comp is built entirely out of forcing the enemy to walk into you.


How you run it. Accept that you cannot kill a tower quickly and stop trying. Group as five from the first objective, never take a fight you didn't start, and win by making the enemy team throw. Somebody has to buy an item that actually does damage, and that person is whoever is having the best game.

How it falls apart. No waveclear and almost no damage. If the enemy gets a tower lead they can siege you out of the map and there's nothing in the draft that takes it back. The 2012 version of this idea is still on the site as the Support Comp, and it lost for the same reason.

6. Everything on this map is a trap


Maokai · Shaco · Heimerdinger · Jhin · Zyra

Five champions who leave things behind them. Nothing on this team wants to fight you directly, and by the time an enemy realises that, they've walked through four separate pieces of somebody else's furniture. This is the comp that turns the jungle into a place people are afraid of.


Maokai portrait TOP

Maokai

Sapling Toss [E]

A sapling stands watch, chases whoever comes near and detonates on arrival. Thrown into a brush it lasts considerably longer and explodes harder, which is the version you want, because brush is where people walk when they think nobody is looking. Bramble Smash [Q] and Twisted Advance [W] mean he can also just start the fight.

Shaco portrait JNG

Shaco

Jack In The Box [W]

The box arms itself, stealths, and then fears nearby champions when something sets it off before attacking for five seconds. Fear is the crowd control people are least prepared for, and a jungle entrance with three boxes in it is functionally closed. Deceive [Q] handles the part where he has to be somewhere else.

Heimerdinger portrait MID

Heimerdinger

H-28 G Evolution Turret [Q]

Turrets, plural, and they hold their position long after Heimerdinger has stopped caring. They switch off eight seconds after he walks too far away and they deal half damage to towers, so this is a zoning tool rather than a siege tool. UPGRADE!!! [R] on the turret is what turns a nuisance into a wall of damage.

Jhin portrait ADC

Jhin

Captive Audience [E]

Captive Audience [E] plants an invisible lotus trap that slows anything stepping on it and then detonates. The passive half is the trolly bit: every champion Jhin kills leaves a trap sitting on their corpse, so the fight for the body is a fight he already prepared for. Whisper [Passive] gives him four shots with a guaranteed crit on the fourth.

Zyra portrait SUP

Zyra

Rampant Growth [W]

Seeds last a full minute and grant true sight of any enemy who steps on one, and Garden of Thorns [Passive] keeps spawning more without her doing anything. Seeding a choke point before an objective spawns gives this comp both the vision and the damage, and costs nothing but the walk over.


How you run it. Never fight anywhere you haven't already planted. Cover the chokes around dragon and baron a full minute before the timer, and treat the enemy jungle as somewhere to redecorate rather than somewhere to invade. Our Minefield comp runs a tighter version of the same idea.

How it falls apart. Everything on this team costs setup time, and none of it moves. Fight this comp somewhere it hasn't been and you're up against five squishy champions with no engage and no frontline.

Troll and cheese comp questions


What's the best troll team comp in League of Legends?


There isn't one, and the honest answer depends on your group. The global comp is the most forgiving, because all five picks are individually playable if the plan collapses. Five supports is the funniest and the hardest to actually close out. The stealth comp wins fastest against a team that hasn't bought a control ward.


What's the difference between a cheese comp and a troll comp?


Cheese is a real plan the enemy hasn't prepared for. Trolling is a plan built to be funny before it's built to work. All six comps on this page are cheese strategies wearing a troll hat, which is why each one comes with an explanation of how it loses.


Do these work in ranked?


They work best where nobody has a practiced answer, which is normal draft and low to mid elo. The higher you climb the faster people recognise what you're doing and the less a surprise is worth. If you want to run one in ranked, run the global comp, since it's the only one where a failed plan still leaves five normal champions on the map.


Is picking a cheese comp reportable?


The line most players draw is effort. An unusual pick you're genuinely trying to win with is a different thing from refusing to play, and it's the second one that gets people in trouble. A five stack that agreed on the plan beforehand isn't doing anything to anyone. Four strangers who didn't agree to it are a different situation, and worth reading our list of ways you're trolling and don't even know before you find out the hard way.


What's the funniest full team to run with a 5-man?


Five enchanters. Nothing else on this page produces the same reaction, because the enemy team spends fifteen minutes unable to work out why they can't kill anybody and then loses to a team with no marksman. It's also the comp most likely to end in a forty minute game, so make sure everyone is in for the evening.


Can you pull any of this off with random teammates?


No, and it's worth saying plainly. Every comp here needs all five players to know the plan, because four of the five picks look like griefing to anyone who hasn't been told. If you're queuing alone and want something off-meta, pick one champion rather than one strategy.


Where can I find more team comps?


Our full archive of strong, fun and competitive lineups lives on the team comps hub, which runs to well over a hundred entries and gets a new one most weeks. The Massive Proxy Comp and the Super Cheesy Lockdown Comp are the two closest in spirit to this page.


More fun picks and cheese strategies



The 2019 list this page grew out of


This post began in 2019 as a ranked list of twelve individual trolling champions, and that list is kept below exactly as it was published. If you want the current, much larger version of the one champion at a time question, it now lives on our troll picks page, which covers three picks for every role. The comps above are what happens when you stop picking one of these and pick five.


Detoxifying Preseason?


Are you bored waiting for preseason to end and the ranked grind to begin? Are you feeling extra trolly because of the extended lull? Maybe you just need to get it all out of your system before ranked season starts and you're forced to go full-tryhard for the rest of the year until November.


If that's the case, maybe it's time to play some of the trolliest champions in the game just to kick back and watch terrible things happen.


Demon Champions From the Depths

Ryze icon

1. Ryze

One of the strongest champions in coordinated team play happens to also be one of the weakest with poor, or sabotaged, team coordination. Drop your ultimate into the enemy fountain and see who follows up with the epic dive.


Bard icon

2. Bard

Even on a good day, Bard players accidentally sabotage their team. On a grumpy day, well, those early game chimes aren't going to collect themselves. Meanwhile, Bard's Magical Journey can absolutely make or break a team fight, often the beginnings of Bard highlight reels or failure clips.


Janna icon

3. Janna

When you're successful, Janna's ultimate can do a multitude of magical things, ranging from fully negating Fiddlesticks or Kindred's ultimates to blocking Wukong's Nimbus Strike. Meanwhile, at rock bottom, she's got great skills like negating allied Malphite or Orianna ultimates.


Kindred icon

4. Kindred

Do enemies seem to get away with just a sliver of health too many times for your liking? Well, you're not going to like it when Kindred decides to ult their Yasuo right before he pentakills your team. A poorly timed Kindred ult can break a fight faster than you can say "oops".

Kindred splash art

Trundle icon

5. Trundle

Now that your allied team can't cancel their teleport once they start, if you're playing Trundle you can "help" them with a friendly teleport cancel. It's a bit of a harder sell if they're recalling, but if you make a compelling enough argument it might work.


Anivia icon

6. Anivia

The horizontal counterpart to Trundle, Anivia can do everything that Trundle can do, but more. If you max your wall, it can take up almost the entirety of the lane. Use it next to a turret to force Vayne-spotting mechanics at will.


Thresh icon

7. Thresh

When it comes to baiting your teammates to death, few do better than Thresh with his lantern and massive gap closer. If you want to ensure their death, wait until they take the lantern and immediately flash into the enemy fountain.

Thresh splash art

Jarvan IV icon

8. Jarvan IV

The original "I'm helping" champion, Jarvan's always got that in-game presence for utterly trapping your teammates. Make it better by stealing a kill on the way over.



Syndra icon

9. Syndra

No champion in the game should be able to beat out your own jungler when it comes to securing blue buff if they want to take it. No champion, that is, except Syndra. If your salty jungler refuses to give you blue buff and uses his dirty smite, secure it by dragging it away and smashing it with your balls.


Tahm Kench icon

10. Tahm Kench

Then there's Tahm Kench. While allies have learned to rapidly escape his clutches, there are few things more tilting than getting eaten when you're about to cast an epic spell. Of course, maybe you're just trying to save your ally from wasting his flash on an ignited target.

Tahm Kench splash art

Kalista icon

11. Kalista

Fate's Call exists to relocate a teammate to safety, which also makes it perfect for yanking an ally deep into the enemy jungle or then yoinking them out before as they're channeling a big ultimate.


Singed icon

12. Singed

Singed has spent years dragging enemies on sightseeing tours clouded in purple haze, but Fling works just as well on friends. A well aimed toss can send an enemy bruiser sailing into your ADC instead of away from them, and there are few sights funnier than your ADC wondering why the enemy Olaf suddenly has an extra gap closer.


Got a trolly champion we missed? Which champion do you hate the most? Comment below!

Got a comp we should have run instead? Comment below!


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