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When retreating to your turrets after a lost teamfight (you're lone survivor), grab the health packs whether you need them or not. Not allowing them to heal off your packs can either delay their push or open a window for you to dunk one of them.
Also, mid/lategame don't Rambo a 1v4 as soon as you spawn. Play defensively until your team respawns.
Lastly, it's ok to play a support champ as a support. Last night went like 1/3/47 as Janna. My team LOVED me, and the enemy hated me.
You focused on all of this stuff (which isn't even right by the way, if you get 3 champs with poke regardless of the rest of the team comp you'll win) but didn't focus on health-pack management at all? People being excessively stupid with health pack management / usage / trapping are why I lose a lot of my ARAM games.
Not true at all. 3 poke champions is not a good composition. If the enemy team has the ideal composition they will win because of the following reasons: - Their sustain will counter the poke - Their tank will have high health regen - When level 6 comes, they will get aced from a strong initiation combo.
I'm getting fairly good at ARAMs now, and if our team rolls either a 2-3 poke, plus tank (ideally Mundo) plus a support (ideally Sona); or a more traditional composition as the TC suggests, I feel pretty confident.
When the team rolls all/mostly melee, that's when I worry.
Certain characters are always a good sign though. Nidalee is supreme, Mundo is awesome, Morgana is surprisingly effective and if there's someone playing a Mast Yi who knows what they are doing, they can turn a close fight into a rout.