Support Duo
Designing the support roles' division of labor through the main/flex support pairing.
The premise is a division of labor: one support creates offensive pressure while the other guarantees survival and denial. The choice of the two supports simultaneously designs the team's resistance to enemy burst and the offensive pressure it can put on the enemy. Designing "who gets baited and who holds the save", "which one carries peel resistance when the team gets dived", and "which one can step forward and put out damage" defines the structure of the team's entire playstyle (Dive/Poke/Brawl). Because the two-support pick changes the comp's win condition itself, it is one of the most heavily debated decisions at the draft stage.
When the playstyle is being decided in the draft, design the two supports' division of labor first, matched to the comp's core (mobile supports for Dive, area healing for Brawl). Also used as the counterpick read on the enemy comp: "which support lands here".
Both supports leaning the same way (both aggressive, or both defensive), so one function is redundant while the other is zero. Or pairing a Brawl-oriented support into a Dive-based comp, leaving the supports unable to keep up.
Dive
High-mobility composition that bursts down enemy supports and disengages immediately.
Poke
Long-range composition that whittles HP from afar, builds ult charge, and forces the enemy to commit first.
Rush
Brawl composition that stacks close-range damage and sustain to overwhelm the enemy before they can respond.
Peel
Switching mid-fight focus to protect a backline ally from a diving threat.