Five champions who would rather fight you from a screen away, and one who makes sure you never actually get to walk out of range.
Top Team Comps
The Minefield
Teemo · Wukong · Heimerdinger · Caitlyn · Seraphine
Five champions who would rather fight you from a screen away, and one who makes sure you never actually get to walk out of range.
This team comp focuses on champions that punish position instead of stats. Teemo's mushrooms, Caitlyn's traps, and Heimerdinger's turrets turn entire sections of the map into hazards, Seraphine chips down anyone who tries to walk around them, and Wukong closes out whoever gets caught standing still too long.
Team Composition
Score Card
AOE DamageB
Crowd ControlB
Diving PowerC
Dueling PowerC
InitiationB
Poke PowerS
Pushing PowerA
SustainC
SynergyA
WaveclearA
Difficulty
Power Curve
Early GameB
Mid GameA
Late GameB
Super Late GameC
SAmazing
AGood
BAverage
CBelow Average
FBad
Check out how to play it below!
Champions
TOP
Top Lane – Teemo
Guerrilla Warfare [Passive] lets him vanish into a brush and reposition Noxious Traps [R] without anyone seeing it happen, and once those mushrooms are seeded across the map, they keep denying that space whether Teemo is anywhere nearby or not. Blinding Dart [Q] shuts off an auto-attacker's answer to all of it.
JNG
Jungle – Wukong
Every other champion on this roster is built to keep a fight from starting. Cyclone [R] is the one ability here built to end it, spinning to knock up and shred everyone caught inside while Stone Skin [Passive]'s bonus armor and magic resist against nearby enemies keep him alive long enough to actually swing it. Warrior Trickster [W]'s clone buys the extra half-second this comp needs to land a mushroom or a root first. Shaco's Jack In The Box [W] would fit this comp's trap theme even better, but his kit is built for picking off one isolated target rather than the hard teamfight engage this comp actually needs, so Wukong gets the jungle spot instead.
MID
Mid Lane – Heimerdinger
H-28 G Evolution Turrets [Q] sit in a lane or an objective pit and keep dealing damage whether Heimerdinger is there to babysit them or not, and UPGRADE!!! [R] empowers whichever ability he casts next, dropping an unlimited Apex Turret to reinforce a siege or throwing a wider CH-2 Electron Storm Grenade [E] for a bigger stun once a fight actually breaks out.
ADC
Bot Lane – Caitlyn
The longest auto-attack range in the game means Piltover Peacemaker [Q] is already chipping a lane down before most marksmen can walk into their own range, and Yordle Snap Traps [W] punish anyone who tries to flank around it. Ace in the Hole [R] reaches across the map to finish whatever the rest of the comp already broke.
SUP
Support – Seraphine
High Note [Q] repeats itself for free against anyone this team has already hit three times with something else, so poke damage compounds instead of just adding up. Encore [R] chains onto whatever crowd control already landed, turning one mushroom root or Yordle Snap Trap [W] into a stun the whole team can walk in behind.
Key Concepts
- This comp wants to win every fight before it becomes a fight. Teemo's Noxious Traps [R], Caitlyn's Piltover Peacemaker [Q], and Heimerdinger's turrets should already be sieging the space the enemy needs to cross to reach you.
- Wukong is the only champion here built to end what the other four start. Save Cyclone [R] for the moment Seraphine's Encore [R] or a mushroom lands, rather than sending him in first to open the fight himself.
- This comp's damage stops mattering once enemies build enough health and resistances to just walk through the zone. Keep converting poke into picks and objective sieges before late game, since none of these five have a strong answer once poke stops threatening actual kills.
Countering
Countering this team means refusing to fight it at its own range. Bring mobility that closes ground fast, and enough tenacity or vision to walk through a mushroom field or a trap without losing half your health doing it.
Here's an example team that may succeed:
TOP
Top – Camille
Hookshot [E] vaults her over a wall straight onto whichever backline target Heimerdinger or Caitlyn are trying to keep at range, and The Hextech Ultimatum [R] traps that target in a zone before the rest of this comp's poke gets a chance to matter.
JNG
Jungle – Kha'Zix
Void Assault [R] lets him leap in from stealth to isolate Seraphine or Heimerdinger, cutting the crowd control chain off before Encore [R] or a mushroom proc ever reaches anyone else.
MID
Mid – Akali
Twilight Shroud [W] blocks the ranged poke this comp is built around outright, and Perfect Execution [R] lets her dive straight through a mushroom field or a Yordle Snap Trap [W] without slowing down to disarm it.
ADC
Marksman – Kai'Sa
Killer Instinct [R] dashes her onto whoever this team already poked low, converting the exact damage Seraphine and Caitlyn spent the whole fight building into a kill for the other side instead.
SUP
Support – Thresh
Dark Passage [W] gives an ally a shield and a shortcut through the zone, and Flay knocks back anyone standing in a Noxious Trap [R] field trying to hold the choke.
What do you think about this team composition? Got ways to improve on it? Better ways to beat it? Comment below!
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