Front to back or flank: the two real composition archetypes

Most archetype lists put poke, dive, pick, protect the carry and split push on the same level. These are objects of a different nature. The only axis that really structures a composition is front to back versus flank — the others fall under it.

Poke, dive, protect the carry: where they fall

Those three are teamfight archetypes, not ways of winning the game. They spread out along the real axis.

AxisWhat it groups
Front to backPoke, protect the carry
FlankDive, pick, splitpush

This grouping is not cosmetic: it explains why some compositions work together and others do not.

Front to back

What you look for: coupling range, DPS and control — all three are necessary.

This triptych produces three effects at once:

  1. Killing the enemy frontline, thanks to range and sustained damage.
  2. Protecting yourself, by keeping your structure during the fight.
  3. Guarding against flanks, through control.

The third point is the one most often forgotten. Control is not only there to lock down a target: it is what prevents the opponent from going around the structure.

Flank

What you look for: separating the enemy frontline from its backline.

The means is a kill threat on the backline. But a threat is only worth something if it can be executed: it must act as soon as the enemy backline stops respecting it.

Movement speed works both ways here:

Where it sitsEffect
On the attackerIt increases the threat
In the targeted backlineIt decreases the threat — the target slips away

You do not choose flank out of taste

This is the point archetype lists systematically miss.

You play flank when you cannot match the enemy DPS given their frontline. Two situations lead there:

  • The frontline is not resistant enough to hold the exchange.
  • The backline does not have enough damage to take down the enemy frontline.

In other words, the flank answers a balance of power: it is a consequence of what the draft has produced.

Flank, splitpush and pick often chain together

They are almost always presented as three distinct options. They are only one.

  1. The champion needs to go around to be effective.
  2. To create that position, they will splitpush.
  3. It is that splitpush which generates the picks during enemy rotations.

Understanding this chain changes how you read a draft: seeing a flank profile means anticipating the splitpush and the picks that can follow.

But it is not a law. The chain has two limits:

LimitWhat happens
The order reversesYou can simply push the wave and then arrive as a flank — the angle is then a consequence of the push, not its cause
The chain stopsYou can leave the splitpusher alone without ever helping them, and play as a block of four for the siege or the objective, without ever making a pick

These two cases correspond to the two ways of splitpushing: pushing the wave without following it, which forces the enemy to answer it and leaves time as well as a flank angle; or following it, which creates pressure that demands reinforcement.

What breaks a fighting composition

The teamfight is the art of archetype coherence. Four incoherences keep coming back.

IncoherenceWhat happens
Heavy DPS without tank or controlVulnerable to skill shots and assassins — the DPS cannot hit anything
Tanks without damageYou never kill the enemy DPS
DPS concentrated on one or two playersFaced with easy burst or being outnumbered on that target
Lack of rangeCoupled with a lack of mobility, or with too much zone control

An incoherence always has to be put in perspective, against what the opponent has on the other side.

When the threat can never be executed

A flank threat assumes you can execute it. Against an unreachable backline — too mobile, too protected — the threat becomes useless in a teamfight without good engage.

The answer is not to keep a threat that will never land, but to change ground: the splitpush lets you go around, either to disorganize the enemy peel or to take good duels.

A coherent composition can still lose

The teamfight is the vaguest of the three win conditions. Its requirements are diagnosed less clearly than those of the siege or the splitpush, and that is what makes its evaluation misleading.

A composition that is perfectly coherent on paper can be entirely invalidated by something else:

What invalidates itHow
A flank gameIt prevents free movement, so the composition never gets set up
A splitpushIt creates numerical superiorities elsewhere, and the grouped fight does not happen

That is why a composition is never evaluated alone. The question is not "is it coherent?" but "is it coherent against the one opposite?".

FAQ

Are poke and protect the carry the same thing?

No, but they belong to the same archetype: front to back. Both keep the team's structure during the fight, with different means.

Can you play front to back and flank at the same time?

The teamfight is a matter of coherence. Mixing the two often ends up with neither the structure of the first nor the threat of the second, but that is judged against the enemy composition.

Is the splitpush a teamfight archetype?

It falls under flank, of which it is a consequence: a champion who needs to go around splitpushes to create that position.

How do I know if my composition is front to back or flank?

Look at what the draft allows you: if your frontline holds and your backline takes down the one opposite, you are front to back. Otherwise, you have to go around.

Going further


Test what you have just read. Replay a draft and look at which archetype each composition belongs to on uDrafter — it is free and no account is needed.