Understanding Scaling in League of Legends
How does a champion "outscale" his opponent?
How does a champion "outscale" his opponent?
Twelve minutes into your typical ranked game. Your Support is flaming your Jungler, your Midlaner just accused the enemy Mid of scripting, and your ADC has 35 CS. At this point, the game is basically over, but your ADC insists that "we can win guys, we scale, just farm up!". But how do you know that's the truth? What actually qualifies a team as "scaling well into late game" and how can you identify it best?
Scaling is defined as a changing value in comparison to a norm. In League of Legends terms, that means how well a champion or a team composition is compared to the average champion/team at a certain moment in the game. However, when people say "my champion is scaling!", they usually mean that their champion strength goes up over the course of the game.
Renekton is a lane bully, but provides little usefulness in the late game, whether it's split pushing or teamfighting. On the other hand, his brother Nasus (played traditionally) is a weak laner, but can melt turrets and duel almost anyone later in the match.
In League, every champion has stats that scale throughout the game: Health, health regeneration, mana/mana regeneration for most champs, ability cooldowns, ability damage, ability utility (like the duration of a stun or the strength of a slow)... The list is endless. So, when your teammate in your ranked game says "we scale", he is always technically correct (the best kind of correct), but it doesn't mean you scale better than your opponent. To determine that, you have to look at the champions and matchups in the first place - and then look at the different things that makes those champions scale. Those usually differ in different roles.
DISCLAIMER: Scaling is often a matter of opinion. That means some people say X outscales Y, while other people have different opinions. The following classifications and examples are not set in stone and rather guidelines to understanding the concept.
For ADCs (okay, Marksmen), scaling is rather simple. They are the main damage threat in late game teamfights. Following that reasoning, they possess three big factors that play into their late game strength:
For Midlaners, the scaling is a lot more complicated than for Marksmen. The reason for that is that Midlaners have to fulfill many different roles, so their usefulness is determined by many different factors.
For Toplaners/Junglers, the scaling is limited and quite similar, since junglers are often dubbed as "budget toplaners". Mainly fighters/bruisers and tanks are found in these roles. Their scaling depends on:
For Supports, scaling is rarely important - their main job is to provide utility to the team, so they mainly scale with levels, while ratios and items are secondary. Utility means providing anything that isn't damage to still positively impact a fight, like heals, shields or crowd control. The more reliable all those things are, and the more AoE utility a champion has, the better he scales in this part of the game. For the purpose of scaling, you can treat supports like midlaners - though the vast majority of them are based in utility, there are exceptions to the rule who play for burst or DPS, for example Brand, Zyra or Vel'Koz.
The ways champions scale are, of course, not set to a certain role in the game. For example, some scaling toplaners provide additional damage per second or burst in teamfights (like Kennen or Rumble), while some midlaners are great duelists. Utility, which was not mentioned yet except on supports, is a great way of scaling into late game without having to be ahead in the game on any role. It can be a great scaling factor on many champions, from marksmen (Ashe, Jhin) to midlaners (Veigar, Lux) to toplaners and junglers (Vi, Maokai).
So now that we determined how certain champions scale, the thing that's left is deciding how your team itself scales - and there are different layers to that.
In a good late game team composition, you need to find balance between utility and DPS, because too little of either makes it a lot harder to win teamfights. All the DPS in the world doesn't help you if you get charged at by a 700 movement speed Master Yi and have no chance of escaping or locking him down. Similarly, if your team doesn't have the damage to kill a Maokai in under a minute, the chances of you winning the fight shrink drastically. And at last, if the enemy Caitlyn gets to free fire during the whole teamfight, she can decimate your team in seconds.
At the same time, if three members of your team are amazing teamfighters, but you have two duelists constantly trying to split push, all the teamfighting potential in the world is not going to make up for a 3v5. If your team has great teamfighting and scaling, but gets destroyed in the early laning phase by early game-spiking champions, there's not a lot you can do either. And if your team has a Yasuo, but no knockup/displacement on any other champion, he is not going to scale as well as he would have if your team picked Malphite. In almost every part of League, balance and synergy are most integral to winning, and this is no different. You can impact the game in champ select already quite a bit, not only through lane and jungle matchups, but also through composition synergy and balancing out your teams' scaling.
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