I really want to talk about unorthodox team compositions and setups with people. Does anybody want to talk about that?
Mostly I'm focusing on ways to make a blue-top/purple-bot tri-lane legitimately work in a way that will shaft people in the current meta, and make for a very fun and aggressive team style. It would focus on absolute early violence in bottom lane,
First, one has to take into account the primary things you lose by not having a jungler: top-lane ganks, smite, (typically) a beefy tank type champion, and map control. The second step is to account for what you lose by having a tri-lane.
What options would let a trilane mitigate this?
1) Pick a strong ranged top-lane counter character. I think this character should actually just be your AD carry--the current trinity of Ez, Corki and Graves all work.
2) Bottom lane needs to win. Instantly. No questions. So the best way is to have a killing tri-lane that can push at level 1/2.
What lets you push super early? Promote! Having a vicious triple-CC bottom lane with a combination of Promote, Ignite, and Exhaust could secure an easy level 1 kill in lane followed by a TON of damage to the tower.
So ideal champions in this regard are a combination of two CC'ing supports and then, since with two supports the third doesn't care about being ranged, hopefully a powerful snowball champion. I like the thought of using somebody very hurty and snowbally like Pantheon or Poppy who could instantly come out the gate with violence and take charge. You can name tons of champions that do this, but I like Panth and Poppy because they're fun :3 But so many champions work in this regard, you can almost do whatever the hell you feel like.
So when we think of low level CC supports, obvious ones are Blitz, Taric, Ali, and Janna. A Blitz-Taric-Panth lane getting FB and pushing your tower down instantly? Scary. Of course, with Blitz being a common ban, we could start getting creative when it comes to ranged CCs. Morgana or Lux support? Have the third character be Sion? Possibilities really open up here. The more ambiguous the picks, the less likely the other team will know what's going on before you take a dump on them and win the game before it starts. Both supports can start with boots, a ward, and pots. This will let them mostly cover the jungle and protect them from the jungle ruining their fun, or (and why not) just gank the jungler with their three CCs+summoners. Optimally, both supports would be tank-esque characters. If not, the 3rd (our psuedo-carry snowball damage dealer) should have tankiness on them, somehow. Either that, or be very good at rude-dude split pushing, because once you've pushed down bottom tower, it's TIME TO GANK. Running a double CC roaming gank into mid, or just sitting in mid while the now-fed bot lane farms and pushes will give your mid-lane an advantage. Then you move top, and take first top tower. Taking those towers lets you ward the crap out of their jungle and start negating the presence-disadvantage of not having a jungler.
Top lane will mostly be left alone. The whole purpose of having a carry up top is to wreck the top lane opponent, and the purpose of bottom lane aggression is to keep the other jungler so busy trying to run damage control in bottom lane that they can't stop top from losing.
Thoughts? I've theory-crafted a lot of solid team comps with different flavors: ones based on split pushes (having a Shen and TF with a support running promote), ones based on single target picking and dives, some that are more AOE centric... the list goes on.
I dunno, I thought it was a fun idea. Once you've taken your first tower with the tri-lane, you could have them recall, purchase wards, then check and see if there are any of your own jungle buffs available to feed to the two solos. If you can pick off their jungler early, you can start running massive map control with wards by preventing early oracles. Obviously your PLAYERS must be good so they don't just lose to solid tower-farmers, and you have to be adaptable and intelligent and all the other things required to make *any* strategy work... but I think seizing the advantage early with a surprise killing tri-lane would put the enemies on the back-foot and lose all momentum. Then you play solid, take towers, and capitalize from there. Thoughts?