LoL win conditions: how a composition wins the game

A win condition is the way a composition wins the game — there are three of them: siege, teamfight and splitpush. Once the draft is over, the goal is to have at least one, to be able to apply it, and to prevent the opponent's.

Win conditionHow you win
SiegeYou take the ground position by position all the way to the nexus
TeamfightYou win the grouped fights, then you push forward
SplitpushYou play pressure across the whole map to gain ground

These three paths are not mutually exclusive. The problem is not stacking several of them, it is having none.

The siege

You take position after position until the nexus falls. Once the position is taken, you are too strong to be fought: you advance by chaining towers and objectives, dragon and nashor.

What you need in order to siege

NeedWhy
Good DPSTo take down a tower, a dragon or nashor quickly, without losing too much time
Zone controlTo restrict access with spells that block off areas
Absorbing the engageThe more you can take, the longer you can stay static to hit the objective

Zone control is not necessarily a physical wall. It is a deterrent wall: if you walk through there, you are going to get hurt and you will be exposed.

What beats the siege

  • Too much engage, compared to what you can absorb.
  • A splitpush you cannot defend without making the siege block ineffective.

The teamfight

This is the ability to win grouped fights. Once the enemies are dead, you finish the game or you advance by taking towers and objectives.

It is also the vaguest of the three notions. The teamfight is the art of archetype coherence, and of the composition's ability to express itself in a grouped fight.

Front to back or flank

Front to backFlank
What you look forCoupling range, DPS and controlSeparating the enemy frontline from its backline
When you play itWhen the frontline holds and the backline takes down the one oppositeWhen you cannot match the enemy DPS given their frontline

Four incoherences keep coming back: too much damage without protection, too much resistance without damage, damage concentrated on a single point, and the inability to reach your target. Each one is judged against the opponent, never in the absolute.

Front to back or flank details the two fighting archetypes and what breaks them.

The splitpush

This is the ability to move around the map, to make picks, to force rotations, to create pressure in duels.

What you need in order to splitpush

  1. Mobility — the team's. The splitpusher gets caught if their team cannot join them quickly, or take something else elsewhere. The constraint works both ways: they will not have time to play their duel if their team gets pushed faster than they do.
  2. Winning your duels. Winning your duel is what creates the imbalance. Generally top and mid, without exclusivity: nothing forbids a mid from defending a top.
  3. Map pressure. If you do not win the 1v1, that is not a problem. What matters is creating imbalance — a 2v1 — or turning a 1v2 into a 3v2.
  4. Depush. In the rest of the team, to delay the enemy block in its push and its objective taking.

What to check once the draft is over

  1. What are my win conditions? That is the first question, before any other.
  2. Can I apply it? A siege plan without zone control is not a win condition, it is an intention.
  3. Can I prevent theirs? A composition that is coherent on paper can be destroyed by a flank that prevents movement, or by a splitpush that creates numerical superiorities.

The three phases of the game

A win condition is not executed at just any moment. The game unfolds in three phases — laning, economic, end — and the balance of power in the economic phase follows directly from the lane phase: the team that comes out of it ahead holds the initiative.

The tempo of a composition details the three phases and what is at stake in each.

A win condition remains theoretical

This is the point most often forgotten.

A team with a good splitpush can win a well-taken teamfight. Or, if it is far enough ahead, end up being considered good at teamfighting when it is in fact more splitpush oriented.

It is all a matter of balance and potential. A draft is not read as a verdict.

And the limit goes further: a team's strengths and weaknesses evolve during the game, depending on how it unfolds and on the state of the champions that carry them. A strength identified in the draft may never express itself if the champion driving it stays behind.

That is why a draft analysis describes a potential at the moment of the ten picks — never an outcome.

FAQ

How many win conditions do you need?

At least one. Having several is comfortable, but is only of interest if the team can actually apply them.

Can you win without a clear win condition?

A team that is far enough ahead wins in many ways. But a composition where you cannot say how it wins has nothing to convert an advantage with.

Are siege and splitpush compatible?

They work against each other. The siege requires staying grouped, and that constraint is exactly what the splitpush exploits.

How do I know if my composition can apply its win condition?

By going back to the requirements specific to each one: DPS, zone control and engage absorption for the siege; team mobility, duels, map pressure and depush for the splitpush; archetype coherence for the teamfight.

Can a composition change win condition during the game?

Yes. A win condition is a potential, not a label: a splitpush team that is far enough ahead can end up being considered good at teamfighting.

Going further


Test what you have just read. Replay a full draft and compare the two compositions side by side on uDrafter — it is free and no account is needed.