Four of these five champions are only the champion you drafted for a few seconds at a time. This draft doesn't hide that. It builds the entire game around making those seconds happen all at once.
Top Team Comps
The Three Second Rule
Most drafts keep something in reserve. This one doesn't. Every fight it takes gets settled inside a window it opened on purpose, and if the enemy team is still standing when that window shuts, you didn't win the fight, you just haven't been told yet.
The thread is borrowed power. Rell gives up her mount for a knock-up and a shield with Ferromancy: Crash Down [W], Naafiri wakes her pack up with The Call of the Pack [W], Qiyana has to go pick up a wall or a piece of the river with Terrashape [W] before her damage means anything, and Aurora hands the team a stretch of ground to fight inside with Between Worlds [R]. None of it stays on. So the comp plays for the short fight it chose, and Yunara is what happens if the short one doesn't finish the job.
Check out how to play it below!
Champions
TOP
Top Lane – Aurora
JNG
Jungle – Naafiri
MID
Mid Lane – Qiyana
ADC
Bot Lane – Yunara
SUP
Support – Rell
Key Concepts
- Everything turns on within the same second or it doesn't turn on at all. Rell goes first, the pack and the element come on with her, and Aurora arrives a bit late on purpose. A staggered version of this comp is five champions taking turns being outnumbered.
- There's no poke and no disengage anywhere on this roster. If the enemy team refuses the fight, you get nothing out of standing there, so the map has to do the asking. Take a dragon, take a tower, force a decision, and be ready when they come.
- Terrain is a resource. Qiyana needs it, Aurora reshapes it, and both of them are worth less on open ground. Fight near the river and the jungle walls rather than in the middle of a lane.
- Yunara is the insurance policy and should be played like one. When the burst finishes someone, she cleans up. When it doesn't, she's the only reason the fight is still winnable, so she should never be the first one committed.
- Watch the enemy's cleanse and stasis items more closely than their damage. A single well timed defensive item eats the entire opening, and against a comp with nothing held in reserve, that one button is the counterplay.
Countering
Survive the opening and you've already won. The counter is making the first three seconds cost more than they're worth, then fighting a team whose cooldowns are all gone at once. Bring healing that blunts a burst instead of shields that get shattered, a way to push divers back off a target, and at least one champion who can hold ground without needing to be somewhere specific to do it.
Here is an example team that may succeed:
TOP
Top – Ornn
JNG
Jungle – Maokai
MID
Mid – Galio
ADC
Marksman – Ashe
SUP
Support – Janna
New to reading a draft? Our guide on the questions to ask before minions spawn covers how to spot a comp like this one in champion select.





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