My son and I were referees at the Premier Tour Stop for League of Legends GAS in Bern where we learned a lot about how best Teams in DACH work together. Some points we saw during the tournament that maybe help you as a team work better together.

Learning 1: Team Work is much more valuable than individual strength

What we saw, but we wouldn’t communicate, was the situation that the winner of the tournament, Euronics Gaming, was the team that was going into the games without a clear known structure based on strategy. I post this because they told this themselves too in this video Riot Games made about them at the Premier Tour tournament in Bern. And they all gained a lot of respect from my side because of the interviews in this video. Unfortunately, the video is only available in German language.

Other teams were going on a much more structured approach. But what was obvious was that Euronics was playing together for a long time and that they know each other very well and were playing for fun. No pressure. They know their own strengths, they know each other, and they have a calm and precise way how to communicate. No one had to prove himself in the game to be the king of the own team, and everyone was working together with the others. Ego’s were placed behind the team goal. We had situations in other teams where players were talking trash and disturbing others during champion select. On a tournament this level this is a no go!

Learning 2: Teams don’t use clearly defined terms

As shown in another article, I come with some military background. In the military, you use clear definitions of tactical terms to remove unnecessary communication when it matters. When using defined terms, everyone knows what behaviour is expected from his side and communication becomes clearer. That was something missing in the conversation in all teams.

I tried to list some terms used, (unfortunately i did not find proper translations for english terms, but the aspect behind it should be obvious):

wear out: reduce the strength of the opponent that much, that he is limited in his freedom of action.

block off: deny the opponent the access to an area during a defined time slot.

alarm: actions that inform us of enemy movements or preparation of actions and lead to information for others.

enlighten: find information about the opponent and his next steps.

guard: guard an object that opponent or alarm could not take it if the opponent tries to get the object. (mostly baron and dragon pit)

Bind: denie opponent forces the possibility to go away from a place and help other forces to join the rest of the team. This could be done by showing force (split push) or by fake an attack on the map.

hold: deny the opponent access to an area or that they can take an object.

ambush: hiding in a part of the map to surprisingly attack the opponent.

infiltrate: try to move into enemy territory to fulfil a goal

room of interest: Where shall pieces of information be gathered?

battlespace: where is the place where we want to fight

take on: take place under our possession

suppress: use fire (like GP Ult for example) to deny the opponent the access to an area that others can fulfil their goal.

Retreat: Organized move out of a fight.

Clean: remove opponent elements in our area of interest.

secure: protect objects from opponent access.

barrier: deny opponent access to a defined location at a specified place on the map.

disturb: To prevent the opponent in his action and to damage as much as possible

outflank: attack the flank or back of the opponent

chase: follow opponent that is trying to run away or flee

delay: make it difficult for the opponent to reach an area or get access to the area to win some time.

break up: reduce the force of the opponent that much, that he is not able to fight or disturb our operations. (For example, kill jungle before baron contest)

Learning 3: most of the teams don’t use rehearsed operations

To reduce clear communication to a minimum, we used standard procedures for each tactical term.

For example, most teams have a standard operation for clearing baron pit (who will do it? what is to clear?). Therefore the command is only “Clean Baron” and it is clear for everyone what to do. This can be done with other operations too.

Learning 4: briefing based on opponent team composition was not done mostly during the whole game

In operation you have following parameters that could change:
– Mission
– Time
– Environment
– Opponent
– Team
In League, the parameters Mission, Time and Environment are predefined. The map and the components of the map are always the same and do not change. There is only a small uncertainty with the spawn timers of jungle monsters and dragons and what type of dragon will spawn based on when they were cleared last time. Therefore this parameters do not add that much complexity to the game and can be analised easily with a morphological box.

The most complexity comes out of the possibilities of the Team Comps and Item Builds. To be able to extract the correct consequences out of this, you have to make an analysis of the situation to construct a decision and tell this to the rest of the team.

Therefore following shortened processes would help during the loading screen and during the game (for example when reorganising or when no fight is taking place or when you take some time to update yourself for the next step):

The lane matchup
– The strength of Opponent Champ (On loading screen: early, mid and late game. In Game: based on actual experience, level and item build)
– What can opponent do in which time where

The team strategy (Shotcaller, Lead)
– What is the most dangerous thing the opponent can do next? How much time does it take for him to do this?
– How do we recognise this early or/and how can we deny him this move? How do we react?
– What is, therefore, our main intention or plan during the next phase and the expectation to every team member?

This all has to be trained and done very fast. No long explanations, as short as possible and ideally with a structured approach from the team lead.

Learning 5: no structured communication of what happened

The teams did not use chat for example for logging actions. Cooldowns and respawns. Everyone that knows the actual strength of the opponent can react much more goal oriented. Ideally you don’t place the time when the situation happened, ideally you place in chat the next time the cooldown is back up.

For example, when a champion flashes or ults, write follwing in chat:

[07:03] Warwick F 12:03

Learning 6: no clear order structure from team lead or shot-caller.

We always had a structure to communicate. go to > via > behavior

Example:
Go to baron pit via pix brush and ward

When using this template, nothing was forgot and everyone knew what was expected from him.