League of Legends · Loadouts

What to Pick — And Why

Real League of Legends loadouts, weapon priorities, ability combos, and team-comp synergies. Use these before the round starts so you walk in with the right gun, the right ability, and the right plan.

Team Compositions

Comp archetype identification

Three core comps in LoL: dive, poke, protect. Pick what your draft enables; mismatch loses.

Archetypes

Dive

Name

Dive Comp

Recommended
  • Malphite / Ornn (top engage)
  • Hecarim / Lee Sin (jungle dive)
  • Akali / Yasuo (mid burst)
  • Kai'Sa (ADC mobility)
  • Leona / Nautilus (support engage)
Plays

Coordinated multi-engage on enemy backline. Tank front, assassins follow up, support locks down the carry.

Win Condition

Pick off enemy ADC before mid-game team fights solidify positioning.

Weakness

Disengage comps (Janna / Anivia walls / Tahm Kench eat), shield supports.

Poke

Name

Poke Comp

Recommended
  • Jayce / Kennen (top poke)
  • Nidalee / Karthus (jungle poke)
  • Ziggs / Xerath (mid poke)
  • Caitlyn / Jhin (ADC range)
  • Karma / Lux (support poke)
Plays

Stay max range, force enemy to engage at low HP. Long sightlines + abilities chip enemy before commit.

Win Condition

Enemy team starts at 60% HP from poke pre-fight; you win the 5v5 inevitable engage.

Weakness

Dive comps closing the distance with hard engage (Malphite R, Sejuani R, Leona R chain).

Protect

Name

Protect the Carry Comp

Recommended
  • Ornn / Sion (top tank)
  • Sejuani / Maokai (jungle CC tank)
  • Orianna / Lulu (mid enchanter)
  • Jinx / Vayne (ADC hyper-carry)
  • Janna / Soraka (support enchanter)
Plays

Build entire team around protecting hyper-carry ADC. Two enchanters peel, 2 tanks frontline, ADC kites infinitely.

Win Condition

Late game (30+ min) ADC out-DPS-es enemy entire team in extended team fights.

Weakness

Early-game pressure (15-20 min team fight commits before carry scaling).

Split Push

Name

Split Push Comp

Recommended
  • Fiora / Camille / Tryndamere (top split)
  • Hecarim / Master Yi (fast jungle)
  • Akshan / Ziggs (mid wave clear)
  • Senna / Sivir (ADC team fight)
  • Tahm Kench / Janna (support peel)
Plays

Side-lane carry creates 4v5 pressure. Team holds mid, side-laner takes towers. Force enemy 1v1 → win team fight 4v4.

Win Condition

Enemy can't decide whether to defend tower or fight 4v5 around objective.

Weakness

Coordinated 5-man enemy team-fight comps (Malphite + Yasuo R wombo).

Counter Picks

Hard counters by champion

Lane counter-pick wins lane. Use Champion Select to deny opponent's pick or counter directly.

Counter Table

ChampionYasuo
CounterMalphite, Renekton, Pantheon
WhyMalphite point-and-click stun + AP burst; Renekton early all-in pressure
ChampionDarius
CounterVayne, Quinn, Kennen
WhyRange bullies — kite Darius before he Q-pulls into 5-stack
ChampionCamille
CounterRenekton, Tryndamere, Ornn
WhyTank or scaling bruiser; Camille falls off late game
ChampionFiora
CounterMalphite, Jax, Cho'Gath
WhyTank busters or Jax E-stun stops Fiora R
ChampionLee Sin
CounterSkarner, Karthus, Nocturne
WhyScaling junglers — Lee falls off after 20 min
ChampionKha'Zix
CounterJarvan IV, Vi, Skarner
WhyCC + tank front-line shuts down Kha isolation kit
ChampionZed
CounterLissandra, Malzahar, Pantheon
WhyHard CC + R suppress lock down Zed all-ins
ChampionAkali
CounterPantheon, Annie, Galio
WhyBurst champions that 1-shot Akali in lane before shroud
ChampionAhri
CounterYasuo, Talon, Fizz
WhyMobility champions slip Ahri charm + burst her down
ChampionJhin
CounterLucian, Kalista, Draven
WhyLane bullies that all-in Jhin in his reload windows
ChampionJinx
CounterCaitlyn, Draven, Lucian
WhyEarly-game bullies stop Jinx scaling
ChampionCaitlyn
CounterKalista, Lucian, Draven
WhyMobility ADCs close Cait's auto range advantage
ChampionThresh
CounterMorgana, Janna, Soraka
WhyAnti-CC supports nullify Thresh hooks
ChampionLeona
CounterJanna, Morgana, Karma
WhyDisengage shields/heals after Leona R commit
ChampionLulu
CounterBrand, Vel'Koz, Zyra
WhyAoE damage supports out-trade Lulu pre-6

Item Priority Per Role

Build paths by role + matchup

Mythic Items anchor each role build. Adjust based on enemy comp.

Role Paths

Top Bruiser

Name

Top Bruiser (Darius, Sett, Camille)

Core
  • Stridebreaker → Sterak's Gage → Death's Dance
Situational
  • Tabis (vs AD)
  • Mercury's Treads (vs AP/CC)
  • Maw of Malmortius (vs full AP)
Priority

Mythic → Defensive Boots → Second damage item → 1 defensive (Steark's or Death's Dance)

Top Tank

Name

Top Tank (Ornn, Malphite, Garen)

Core
  • Thornmail → Heartsteel → Frozen Heart
Situational
  • Sunfire Aegis (engage)
  • Force of Nature (vs AP)
  • Randuin's (vs crit ADC)
Priority

Mythic → Defensive Boots → Resistance items (1 armor + 1 MR) → Late tank scaling

Jungle Diver

Name

Jungle Diver (Lee, Hecarim, Vi)

Core
  • Eclipse → Ravenous Hydra → Death's Dance
Situational
  • Tabis
  • Mercury's Treads
  • Maw
Priority

Mythic → Damage item 2 → 1 defensive item (Stearaks)

Jungle Tank

Name

Jungle Tank (Sejuani, Maokai)

Core
  • Sunfire Aegis → Thornmail → Force of Nature
Situational
  • Heartsteel
  • Frozen Heart
  • Randuin's
Priority

Mythic → Defensive Boots → Resistance items → Late tank scaling

Mid Burst Mage

Name

Mid Burst Mage (Syndra, Ahri, Orianna)

Core
  • Luden's Companion → Shadowflame → Rabadon's Deathcap
Situational
  • Zhonya's Hourglass (vs assassin)
  • Banshee's Veil (vs hook)
Priority

Mythic → Damage item 2 → 1 defensive item (Zhonya's or Banshee's)

Mid Assassin

Name

Mid Assassin (Zed, Akali, Talon)

Core
  • Eclipse → Edge of Night → Serylda's Grudge
Situational
  • Maw of Malmortius (vs AP)
  • Death's Dance (vs sustain)
Priority

Mythic → Edge of Night (spell shield) → Late penetration

Adc Crit

Name

ADC Crit (Caitlyn, Jinx, Jhin)

Core
  • Galeforce / Yun Tal → Infinity Edge → Rapid Firecannon
Situational
  • Bloodthirster (vs poke)
  • Mercurial Scimitar (vs Zed/Malzahar R)
Priority

Mythic → IE → Crit item 3 → 1 defensive item (Mercurial or GA)

Adc Hybrid

Name

ADC Hybrid (Kai'Sa)

Core
  • Kraken Slayer / Galeforce → Nashor's Tooth → Rabadon's
Situational
  • Bloodthirster
  • Zhonya's (anti-burst)
Priority

Mythic → AP evolution → Defensive item (Mercurial or Zhonya's)

Support Enchanter

Name

Support Enchanter (Lulu, Janna, Soraka)

Core
  • Moonstone Renewer → Ardent Censer → Redemption
Situational
  • Mikael's Blessing (vs CC)
  • Locket of the Iron Solari (vs burst)
Priority

Mythic → Ally enchant items → 1 defensive item (Locket)

Support Engage

Name

Support Engage (Thresh, Leona, Nautilus)

Core
  • Locket of the Iron Solari → Knight's Vow → Zeke's Convergence
Situational
  • Frozen Heart (vs AS)
  • Force of Nature (vs AP)
Priority

Mythic → Ally protect items → Late tank scaling

Rune Page Setups

Keystone + secondary tree

Rune choice matters more than build for snowball lanes.

Keystones

KeystoneConqueror
UsersDarius, Garen, Camille, Lee Sin
WhySustain duelists — adaptive force per stack
KeystonePhase Rush
UsersYasuo, Hecarim, Ezreal
WhyKited bruisers — movement speed escape
KeystoneElectrocute
UsersZed, Akali, Talon, Pantheon
WhyBurst damage on 3rd attack/ability
KeystoneArcane Comet
UsersAhri, Orianna, Lux, Karma
WhyPoke mages — comet for sustained damage
KeystoneAery
UsersLulu, Karma, Soraka, Janna
WhyEnchanters — ally shield/heal
KeystonePress the Attack
UsersJinx, Caitlyn, Vayne
WhyADC sustained DPS — 3 auto stack
KeystoneFirst Strike
UsersSenna, ADC roamers
WhyDamage boost for first ability/auto
KeystoneLethal Tempo
UsersMaster Yi, Tryndamere, Aphelios
WhyAttack speed scaling carries
KeystoneGlacial Augment
UsersLulu, Janna (poke)
WhySlow on auto, poke enchanter

Summoner Spells

Flash + secondary by role

Flash mandatory for every role. Second slot depends on role + comp.

By Role

Top

Flash

always

Secondary

Teleport (lane / map presence)

Alt

Ignite (kill pressure on Conqueror champs)

Jungle

Flash

always

Secondary

Smite (mandatory for jungle camps + objectives)

Alt

Ghost (for Hecarim / Singed)

Mid

Flash

always

Secondary

Teleport (roam) or Ignite (kill pressure)

Alt

Cleanse (vs CC mid like Lissandra)

Adc

Flash

always

Secondary

Heal (sustain)

Alt

Cleanse (vs hook supports)

Support

Flash

always

Secondary

Ignite (kill setup support)

Alt

Exhaust (vs assassin comp)

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