Armor or magic resist? This team is built so that whichever one the enemy buys, they picked wrong. Five champions, three damage types, and nowhere sensible to spend gold.
Top Team Comps
Pick a Resistance
Olaf · Shyvana · Vel'Koz · Kog'Maw · Amumu
The enemy shop menu is the target here. Every defensive item in the game covers one kind of damage, and this draft makes sure the wrong one is always on cooldown, in the wrong slot, or simply irrelevant.
The thread is mixed and unmitigable damage rather than a single burst pattern. Reckless Swing [E] and Organic Deconstruction [Passive] deal true damage, Bio-Arcane Barrage [W] takes a slice of maximum health, and Caustic Spittle [Q] and Cursed Touch [Passive] pull down whatever resistance the target did manage to buy. A tank in front of this team is a slower target, not a safer one.
Team Composition
Score Card
AOE DamageA
Crowd ControlA
Diving PowerF
Dueling PowerB
InitiationB
Poke PowerA
Pushing PowerB
SustainC
SynergyA
WaveclearA
Difficulty
Power Curve
Early GameC
Mid GameB
Late GameS
Super Late GameA
SAmazing
AGood
BAverage
CBelow Average
FBad
Check out how to play it below!
Champions
TOP
Top Lane – Olaf
Olaf is the piece that stops the comp from being pure ranged poke. Reckless Swing [E] is flat true damage on a short cooldown, which means the enemy top laner gets no value at all out of the armor they bought to survive him, and Ragnarok [R] walks him through the crowd control that would normally hold a melee champion off a backline. He is not here to tank. He is here to make one person on the other team regret their build page.
JNG
Jungle – Shyvana
Shyvana splits the enemy jungler and top laner in half at the itemization level: she builds like a bruiser but a good chunk of her output is magic, so neither pure armor nor pure magic resist answers her. Emberstrike [Q] and Molten Burst [E] carry the burn, and Dragon's Descent [R] is the closest thing this roster has to an engage tool, so save it for when the fight has to start somehow.
MID
Mid Lane – Vel'Koz
Three procs of Organic Deconstruction [Passive] and the damage stops caring about magic resist entirely, which is unusual enough that most players build against him incorrectly on instinct. He also solves the comp's real problem, which is starting a fight from range: Tectonic Disruption [E] knocks a target up long enough for everything else to land, and Life Form Disintegration Ray [R] punishes a team that grouped to defend a tower.
ADC
Bot Lane – Kog'Maw
Kog'Maw is the reason stacking health does not work either. Bio-Arcane Barrage [W] takes a percentage of maximum health per attack as magic damage, so the bigger the enemy frontline gets, the faster it melts, and Caustic Spittle [Q] strips resistances off whoever is unlucky enough to be in front. The catch is that he cannot move, which is why this draft spends so much of its crowd control keeping people away from him.
SUP
Support – Amumu
Amumu is the multiplier. Cursed Touch [Passive] marks whoever he damages and turns the team's magic damage into true damage against them, which is a very different sentence when the bot laner is Kog'Maw. Curse of the Sad Mummy [R] then holds the enemy team still inside a Vel'Koz ray for long enough that the ray actually finishes.
Key Concepts
- The comp beats gold, not skill. Its edge shows up on the enemy's third item, when they realize the defensive purchase they made does very little. Play for that window rather than for an early snowball.
- Nobody here escapes. Kog'Maw and Vel'Koz both stand still to deal damage, so the fight has to happen where they are already standing. Choose the ground first and let the enemy walk onto it.
- Amumu should be looking for one target, not five. Curse of the Sad Mummy [R] on a whole team is the highlight play, but marking the enemy frontline with Cursed Touch [Passive] and letting the carries chew through it wins more games.
- Objectives are where this draft is strongest. Kog'Maw and Shyvana both burn through dragons and Baron quickly, and a team that cannot itemize against you will not contest for long.
Countering
Stop trying to survive the damage and start removing the source of it. Two of these five champions stand still to work, none of them can disengage, and the entire draft falls over if the fight starts on top of the bot lane instead of in front of it. Bring hard engage that reaches the back row and enough healing that percent health damage stops being a countdown.
Here is an example team that may succeed:
TOP
Top – Sion
Unstoppable Onslaught [R] starts the fight from further away than this comp can poke, and it lands where the carries are standing.
JNG
Jungle – Kha'Zix
Isolated targets are the whole draft here, and a Kog'Maw who has stopped moving is the most isolated target in the game.
MID
Mid – Diana
Lunar Rush [E] reaches the back line in one move, and Moonfall [R] gathers up a team that was relying on spacing.
ADC
Marksman – Draven
He wins the lane outright before the comp's scaling matters, which is the cheapest way to beat a draft that wants a long game.
SUP
Support – Alistar
Pulverize [Q] and Headbutt [W] put a carry exactly where your team is, and Unbreakable Will [R] means the trip is survivable.
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