After finishing a game just now, I am struck by a general ignorance, even among good players, of exactly how devastating getting caught out is. Any player worth their ranking knows it is bad, and yet we still do it. Here, I shall examine how it happens, why it happens, and why it completely ruins your game, then discuss how to reduce the chances of losing the game for your team.
Above all things, League of Legends is a team-based game. Everyone has played with some over-hormoned tween who, after losing a team fight or some such, claims that they want to '1v1' you. Pretty much every time, I laugh out loud. Outside of a few champions--notably the Assassin class--few are balanced for one on one fights. Moreover, the smallest game size playable outside of custom games is 3v3. League is won and lost by teams of five or three champions synergizing well together. In the case of Summoner's Rift, it takes five players to win the game. If one of your players is AFK or disconnects or is so far behind that they are inconsequential, chances are good that you will lose. Late in a game, a team that is 4v5 is going to get pushed and lose inhibitors or even the game.
When you get caught and get killed, you put your team down a player for no reason. This can be getting caught while warding, being over pushed, roaming the enemy (or even your own!) jungle, or just being grossly out of position in your own lane. Dying for no reason is considerably different than dying for a reason. Trading champions is part of the game, and a support going down so that their ADC can kill the enemy ADC is, in fact, not losing out on the exchange but coming out ahead. In chess, sacrificing pieces to force your opponent into a no-win situation is called a Combination, and this is quite literally the heart and soul of the game. In League, whenever a champion goes down, you should be thinking to yourself 'why'. Unless a good answer comes up, then the player probably got caught.
By and large, tight play in League of Legends boils down to winning strategic team fights: Baron, Dragon, Tower / Inhibitor pushes, all-mids. In order to win a team fight, a side must concentrate their firepower into as small of a space as possible, both in terms of area on the map (ie the location of the fight) and specific targets (the ADC or AP mid first, for example) while trying to deny the enemy the ability to do the same. This necessary concentration of firepower is why champions like Amumu and Malphite get banned every game; their ultimates make concentrating as a team go from an advantage to a fatal mistake.
After the draft, there is no way to influence who will show up to a fight other than relying on your opponents to make mistakes. If a champion is split pushing far away from an impending team fight, then congratulations, you just found yourself a 4v5. The only way to actively produce these kinds of imbalances is to hunt down enemy champions that are isolated and kill them, producing a power play.
Probably the most important aspect of getting caught is map awareness. This is a very general term that is bandied about without much meaning--bad players will constantly rag on others about their 'map awareness', when something else is equally to blame. Map awareness is the ability to read into the situation, given data available, and make intelligent decisions. This is much more than just looking at the minimap from time to time (which I highly suggest you do). It is knowing the current state of the game, which lanes are pushed, which towers are down, what the matchups are in lanes and what that means for roaming, what the habits of the jungler have been, what locations are warded and which ones are not. Looking at the minimap is just one source of information to base decisions on.
The longer the unseen, fog-of-war route to your location, the greater the possibility that an enemy champion is somewhere in the darkness, hunting you. This means that top and bottom lanes, after their towers are down, can consider the jungle on their flank to be teeming with enemy champions at all times. Whenever a champion is missing from the minimap, unless you have a reason to assume otherwise (you just saw them leave the other side of the map), believe that they are coming for you. The direct counter for this is to ward. Derived from this example, one sees how incredibly important it is to ward your jungle after your tower has come down: you take away the advantage of being able to appear unnoticed.
The farther ahead a champion is, in CS, kills, lane position, or any combination of these, the more valuable they are as a target. This increases your risk and exposure accordingly. Your enemies will expend more time and effort (summoner skills, ultimates etc.) to secure your kill than you have to counter. Doing well in your lane does not always mean that you are doing well overall (well, it often does, but that is another post), and it is incredibly easy to push too hard, too far, too fast, and expose yourself to massive risk. In converse to the above example, pushing down the enemy tower can create the same dangerous jungle situation, but far worse as it is on the opponent's half of the map.
Later in the game, players will push farther and farther out--the towers are gone and the routes are longer by necessity--and a split push can be a winning strategy. Split pushing is a way of breaking down the fundamental order of team fights. A team that does not concentrate their firepower can achieve strategic advantages in the larger game, but does so at great risk. When setting up a split push, if the enemy team reads the play soon enough, they can respond by going for the lone pusher and taking them out of the play, then move in for an advantaged team fight which they know to be in their favor. When split pushing, try not to tip your hand until the enemy team has committed to their defense or to a team fight.
Players are often caught while warding, especially at magnetic, team-fight-centric locations like Dragon or Baron, and to a lesser extent the buffs. Good players lead their movement towards the enemy jungle or baron by placing wards. I can not emphasize this enough. Good players begin warding before they approach an unwarded, dangerous location, and investigate bushes with wards from a distance. They do not face check. One of the constants about Baron, and to a lesser extent Dragon, is that they require a majority team presence, especially an ADC, and so approaching them means you are possibly approaching a concentration of the enemy team. Finding this out too late will result in an unwarranted death, a power play for the enemy team, and probably a lost Baron buff or tower / inhibitor.
Good players focus their team fights on strategic locations. This validates the above example: good teams will gather up and then move as a unit into Baron. Other strategic locations are towers and inhibitors. All too many times, I see teams standing out ahead of their towers or inhibitors, somewhat out in a lane, gearing up for a team fight. Only if you are ahead (and if you are ahead, why are you fighting at your own tower / inhibitor?) can you take such risks. If the enemy team is going to push into your tower, defend at the tower. Don't worry about a wave of creeps; the gold lost from not farming is nothing compared to the 300 gold bounty, plus the power-play that may lead to a lost tower, 750 gold to the enemy team, for a total of over a thousand gold lost.
Aggressiveness wins team fights, but it also loses them. Aggressive players pressure their opponents and seize the initiative, forcing their enemies into bad situations or into making poor choices. Bad players go too far, either in depth of the team fight or distance chased, and in effect put themselves in bad situations by making poor choices. Both instances, a player isolates themselves and makes for easy prey. Any time you are isolated and killed in this way, you are handing your opponents a power play and, if they are good, a strategic step of the game. Being focused down in this way is 'getting caught' just like overpushing a lane is getting caught. The margin of error can be very slim: an opponent can fall back into unwarded bushes, use the time to let their cooldowns reset, let you close the gap, then burst you down. On a larger scale, every moment you spend chasing gives the enemy team that much more time to react to where you are on the map, and you will soon find yourself at a serious disadvantage. ProtatoMonster's top 5 plays are usually replete with these kinds of moments.
So, in summary:
DO!
- ward the jungle once a tower goes down
- split push only when the enemy team has committed
- lead into Baron with wards
- check the minimap constantly
- know the matchups and lane phases
- fight at rather than near strategic objectives
- concentrate your firepower as a team by being near each other
DO NOT!
- isolate yourself by diving unsupported
- over chase
- face check dangerous locations
- defend towers outside of their firing radius
- buff steal when champions are missing / the jungle is unwarded
- farm instead of join team fights
Go out there and git some.