Very reliable, very effective engage with the Headbutt-Pulverize combo. Alternatively, Pulverize-Headbutt an enemy into your allies.
Add your ultimate (R) on top of your (Q) and CC someone for what feels like an eternity. Later game, your usefulness comes from your engage capacity and tankiness.
A very strong engage at all stages of the game, with or without the Quickness.
All about putting yourself in the middle of the team or on top of someone and slowing/immobilizing them until your team gets there.
Able to engage in with three different abilities and then pile on the CC from the others.
Balanced between his engage and disengage potential. Uniquely (albeit with difficulty), can engage over walls with a hook and lantern to bring someone with him.
Shorter range engage than others, but two forms of AOE CC.
Shield boost in, tether an enemy, slow, root, follow-up. Make sure to build her with some health in addition to AP.
Has a really good, if cheesy engage. But it often requires blowing Flash, Ultimate, and a Stopwatch to do.
More so helps the tank or juggernaut of the team engage with the speed boost. The Ult, however, is huge and can really lock people down if someone gets you in range.
Flash-Ult is really good and nearly unavoidable if you don't give any time between the two. You're a real Sona main when you've hit a 5-man Flash-Ult. However, the entire rest of her kit is about keeping back and she has 0 engage other than Crescendo.
The Queen of peel. If you're playing Janna, try and check which enemy dive options grant unstoppable (like Vi or Malphite), and which don't (like Leona, or Tristana). Your tornado and monsoon can both interrupt the engage entirely if it's not unstoppable, which normally leads to the enemy playing themselves.
The lantern is incredible for getting allies out of trouble from far away, and the flay is fantastic against engages when timed correctly. On top of that, you have a stun and the Box.
If you can land the (Q), it's a free getaway. Plus the only shield that gives immunity from CC.
A somewhat softer peel if you don't use the ult, but fantastic at jumping in and turning the fight around entirely.
The reverse combo is great for anyone trying to dive your ADC.
Lulu is made to keep somebody alive for much longer than they were supposed to be. Nothing more satisfying than knocking up a Rengar to shut down his Ult and him.
The bubble can be tricky to land under pressure to peel, but the constant speeding of your allies is helpful. The ultimate isn't bad for disengaging full teamfights.
Before laning ends, the R is best for when you go off to ward or something and the enemy lane thinks it's alright to engage on your ADC. Then you have two other CCs.
Team-wide speed boost and a fairly powerful AOE slow.
You have to be a little pre-emptive, but Glacial Augment Veigar will have two heavy slows and an area of denial to corral the enemy.
The binding and slow zone make for pretty great zoning.
You do put yourself in harms way when protecting your ADC, but the equidistant nature of his pull ends up oddly in favorable positioning most of the time when peeling.
You'll have to use your ult, but you'll buy at least some time if nothing else.
Has several tools to get teammates out of a sticky situation.
If someone is running directly towards your ADC, the stun is a pretty simple combo that leads to an easy passive proc and tons of damage.
You can (E) - Stun someone to get them off your carry, but then you become the target.
The pop-up punch helps peel divers, but Blitz's CDs are long and he can't do much once they're used, nor can he get away himself.
If you're being followed, you can guarantee they walk into the (W). The (E) is helpful, but a bit slow. Resist the urge to yoink if you're running away.