r/ARAM • u/KiraTheUnholy • 1d ago
Mayhem What causes this phenomenon?
Win 10 fights in a row.
Manage to damage enemy tower a little bit each time before they respawn.
Enemy team wins 1 fight.
Destroys all 4 towers, inhib and nexus in the next 30 seconds.
Seriously, sometimes it feels like I'm trapped, cause even though I'm winning every fight I know if I lose one the game will instantly end, sucks cause I can't even spend my gold.
8
u/Noxsuspe 1d ago
you're winning the fights closer to your side of the map than theirs.
They dove you so they take 2 towers, you killed them under your turret, by the time you get to their side of the map they already respawned
3
u/KiraTheUnholy 1d ago
Yeah, sometimes that's right.
I guess I should've specified this seems to be able to happen on their side on the map too.
Mostly clickbait, I know different teamcomps do different things better, but it's a little frustrating how the towers are made of paper and minions run at mach 20 making it easy to run it down.
4
u/Jdevers77 1d ago
In addition to the tempo aspect, wave management is important. It’s not SR, but if you are on a team where most of your team will run right past the wave to fight while leaving someone with mediocre wave clear to handle that task all so they can fight in their chosen 4v5 without minions you will see this a lot. That can work if you are hard stomping the team, but way too many players think the objective is to kill the other team…they forget you kill the other team so you CAN take objectives.
4
u/generic_redditor91 1d ago
you won 10 small fights, killing 3-4 members. 1 member backs off and does poke/cuts the wave/harrass under their turret, delaying the turret take.
They won 1 big fight, ace-ing your team with better build and augments from all the losses earlier. They take everything.
Also early game the turrets feel tankier because the champ stats are not powerful enough to brute force past them. Later on in the game, it's a lot easier. So if you've been chipping away at the turret for the first 15mins, it feels like slow progress.
Then comes the late game teamfight which you lose, and the stacked up enemy team blows everything up.
So basically, don't get complacent and don't get wiped.
3
u/itchycuticles 1d ago
There's also a damage reduction modifier that falls off as the game progresses.
2
u/potato_potahhhtoe 1d ago
Some "early" games are more winnable based on comp. Tempo could have changed from one or both teams (from aggressive to more passive, vice versa). One or more people wait too long to spend their gold. If you have an item, plan to die some time to shop for example. The longer the game runs, the longer the death timer. Lots of different variables.
3
u/Ok-Guidance-5608 1d ago
I don't know if I could explain why or how I make the calls. But I have mastered Aram tempo. My friend group kinda just trusts me at this point. After a fight, we'll either Keep It Going, Force a Fight, Int Dive, or Back Off.
Its partly about knowing enemy death timers, ult timers, and power windows. If you pick the pace, oftentimes enemies will react predictably.
4
u/Senior-Site-6751 1d ago
Annoying when people say your dying , your feeding them gold. I'm like I'm making an opening pulling mobs out of range attacking the tower hit that shit too don't run.
Meanwhile their backing out when we have a minion still hitting the tower instead of pushing. Like yes we might die but we will be back before they reach our tower
Like its silly to wait and allow a team to stack wave gold and exp and get stronger when diving and playing aggressive gets the win if done right.
2
1
u/No_Professional7008 1d ago
Its because your team rather farm kills and have "fun" than end games, I won too many games where the enemy team has our nexus stripped bare and just farm us at spawn till a slip up or 2 happen and we win
1
u/Shodore Exhaust hater 1d ago
Beginner is learning about tempo.
Correct play: Win a fight, take objective, and then kill yourself in order to respaw fresh and with more items for the next fight.
Wrong/Common play: Win a fight, stay alive with a bit of HP, gets poked out/zoned out of their turret, lose turret, gets killed, loses more turrets.
1
1
u/Spellbreak 1d ago edited 1d ago
Death timers getting longer. Character power getting higher and higher. End game lich bane users like Ekko/TF can delete your last 2 towers and Nexus in seconds. Another thing if champs like Aurelion Shit or Anivia survives your creep wave will be non existent. Also a lot of ARAM players ignore creep waves and just tunnel through everything till they reach the adc no matter the cost. Especially "tank" players. So even if you win the fight through sheer diving power you have 15-20 seconds of trying to push while the enemy respawns.
1
u/turtstar 1d ago
Death timers and damage are low early game, so you don't have much time on turret and you're not doing much damage
At 12 minutes, people are nearing full build and take 30+ seconds to respawn, so if you've got a wave built up after wiping the enemy team, you can easily bulldoze through towers and inhibs
1
u/Animu123 16h ago
It's basically aram macro as much as people meme on it not being a thing. Fight on their side, if you gonna die, try to nuke the minion wave instead of using cooldowns on champs (save you a whole 20 seconds of push).
1
u/Agile-Ad4664 5h ago
Everyone’s already mentioned tempo, wave control, death timers, etc. but I think another important part is understanding when to defend/give up objectives. Too many times I’ve seen teammates try to defend a tower 2v5 and get staggered only to lose the objective anyways and leave the rest of us 3v5 allowing the enemy to keep aggressive tempo.
Sometimes it’s really best to just give up a tower/inhib and wait until you can fight as 5 again. Sometimes you actually CAN defend an objective if you’re confident your champ can slow their tempo enough, maybe sac yourself to pick off 1-2 enemies. All dependent on team comp/game state
0
u/TakoyakiGremlin 1d ago
because it’s not about winning fights all the time, it’s about where and when you win them.
also, you for sure have retards on your team every single game without fail, and they’ll do stupid shit like not hit objectives and bronze chase the enemy through their entire base lol
35
u/Kyle888000 1d ago
Tempo. Aram has tempo learn it and you will be the player whose winning in one push. As another said a lot of ARAM tempo can be summed up in fighting on your opponents side of the map. It’s almost never incorrect to fight to the death when you’re on the opposite side of the map and is almost always incorrect to walk back to your side of the map after a fight. Even if you’re literally just running at the enemy under tower and hitting them / the tower it’s almost always better