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The Importance of Versatility in the Competitive Meta

By Cody 'Avin' Gerard

 

It’s a well-documented fact that the competitive meta is very different from the solo queue meta. There are a variety of factors that go into this from the increased skill of players making it harder to land the skill shots that are critical to champions like Amumu’s kit, or the increased value of utility making champions like Gragas and Nautilus infinitely more valuable in competitive relative to their value in solo queue.


Today, I want to look at one of the less talked about factors in this, which is the importance of versatility, a trait that many champions who are featured in professional matches share. This is as opposed to champions that are far more effective in solo queue and that generally share one trait, they are overwhelmingly good at one thing without and are good at almost nothing else. These champions can generally be broken down into the following four targets categories.

 

High risk/High Reward
 

These high risk/high reward champions, such as Pantheon or Darius, often rely heavily on snowballing out of the early game in order to be effective in the mid and late game. Others, like Master Yi or Jinx, would like to snowball out of the early game, but lack the tools to do so, so they often find themselves hoping that their team can succeed around them in order for them to reach their highly effective late game points.

These champions are not effective in the competitive meta for two reasons. The first is that pro players generally tend to play safe, especially when against champions strong early game champions, such as Darius, that rely on snowballing. Secondly, scaling champions with lack of early game tools struggle to be impactful early. Master Yi will rarely find success early, as pros will almost always ward well enough, and play safe enough to stop him from ever snowballing.

Inevitably, the enemy team will gain an advantage over Master Yi or Jinx’s team as they will heavily exploit the pressure that their opponents will have in the lane or jungle of the scaling champion. This means that they will never reach the late game point that they so often do in solo queue.

There have been times where champions like these have been able to have strong enough early games to reliably reach their late game power spike, but more often than not, they are too weak early to justify picking.

 

Pure Duelists and Split Pushers


Perhaps the most well-known example of these champions are split pushers like Nasus and Tryndamere. While heavy split push champions have a place in competitive play, these champions rarely, if ever, are picked by the pros. When these split pushers are seen in competive play, such as Darshan’s (at the time ZionSpartan) famous Nasus game versus TSM, teams will put in all the resources into creating a situation or a game state where that champion can thrive.

The split pushers you normally see in competitive play, such as Kennen, Fiora, and Fizz, often have ways to build leads and create pressure in the early game, while also scaling into the late game and having a way to be effective in a team fight with gap closing and powerful ultimate’s, especially when flanking.

The champions that lack so many tools are often more effective at dueling at taking towers, but have almost no way to be effective in teams fights against the heavy CC, and coordination of professional teams, and often find themselves dead before ever having had a chance to do anything.

If they opt to stick in a side lane instead, professional teams can opt to hard engage on their team’s four-man unit or collapse on them with multiple members, if the rest of their team fails to exert pressure. All of these things require a level of macro understand and/or coordination that is simply not present in solo queue.

 

Single Target Burst Mages
 

While burst champions have a place in the competitive meta, with champions like Leblanc, Ahri and Syndra having been pro fixtures for a very long time, these champions often come with additional mobility and reliable utility, which makes them both safe and effective, beyond their burst capabilities.

Veigar, Lux, or Annie have utility, but have extremely linear and predictable play patterns that often rely on mispositioning from the enemy carries  to be effective, something that is far less common in competitive play. In the case of Annie, she is reliant of flash, as well as a solid AoE stun. In the case of Veigar and Lux, they are reliant on slow and predictable CC, that skilled players will either dodge or have absorbed by their front line.

On top of that, many of these champions have a weak laning phase, making it hard for them to get the expensive, high AP, items that they need to be useful.

This results in a drastic power dip in the mid game from one of a team’s primary damage dealers, which is a window that many teams will know how to exploit. For this reason, many of these champions, like Veigar and Annie, have been seen more in the support role than the mid lane in competitive play.

In the bottom lane, their ranged poke becomes far more valuable, and they turn into lane bullies there, instead of getting poked out and shoved in, like they would in the mid lane. Supports are also not relied on for damage, but rather utility, allowing them to focus purely on setting up teammates, rather than being relied on as damage sources. This allows them to take the risks necessary to set up their strong, but linear utility, such as a Flash Tibbers or Event Horizon. 

 

Team Fight Monsters

The comparative ineffectiveness of this sort of champion is relatively easy to explain compared to the other groups. These champions often have one big ticket ability, examples of this include Wukong’s Cyclone, Amumu’s Curse of the Sad Mummy, and Fiddlesticks’ Crowstorm. These abilities make or break a champion in the mid and late game, and pro teams know this.


They in turn play with the requisite respect and unique forms of gameplay necessary to avoid them. This includes things like otherwise abnormal warding locations where Fiddlesticks or Amumu try to ult from, or focusing crowd control on an incoming Wukong, allowing your back liners to kite back. Like all of these categories, there are exceptions, but these exceptions often have far more reliable ways to use their big-ticket abilities, such as a Kennen on a TP flank with flash, Lighting Rush, and Protobelt, or a Rumble who can lay his ult out from a significant distance away, without any prior setup, or risk to himself.

 

Versatile Competitive Champions

 

Now that we’ve gone over why these single point of power champions don’t really work for competitive play, it’s time to look at why versatile champions are so effective. The reason that most of the champions previously find themselves ineffective is that being able to do only thing makes a champion predictable, while also lacking a fall back pattern if they get behind or the game develops in a way that is not favorable to their playstyle.


It is largely because of this, that champions in the competitive meta tend to be good at multiple things, rather than great at any one thing. The quintessential example of this is Orianna, a champion who has been a staple in the mid lane meta since late season 2. For this reason she is sometimes called “The Queen of the Mid Lane.” Orianna’s  almost unrelenting time in the meta, is due to her almost unmatched versatility. She can be a utility mage, who can both protect the back line and facilitate the front line, or a team fight mage who can turn entire games with devastating shockwaves.


Another example is Ashe, who can be a very effective ADC when kiting back, chasing down enemies, or creating picks, all while dealing a very good amount of damage. Ahri was also mentioned earlier as an exception to the burst mage category. This because she is really more than just that. She can be a flanking assassin, a pick off champion, a side lane duelist, or a kite mage when involved in front to back team fights.


Rumble is yet another champion that fits this category, one that provides tremendous zone control and utility with his ultimate, further utility with his harpoons, and strong tank killing with his Flamespitter and Liandry’s. He can even kill the back line with a well-timed TP flank, combined with a good Equalizer.

 

It also cannot be emphasized enough that all these have their myriad strengths, while also having an effective early laning phase where they can compete against most champions in trades and for the early push in lane. This means that they do not have to surrender lane pressure despite their ability to be effective in a variety of circumstances later in the games.


This is what makes champions like Rumble, Ahri, Ashe and Orianna the competitive staples, the blind picks, the power picks, the Queens and Kings of their respective roles. They have baseline level of effectiveness that simply cannot be touched. They’re safe in lane and effective in some way in almost every late game situation that can play out. This makes teams ready and willing to pick them, almost regardless of composition or situation as they help a team, anytime, anywhere, and in almost every way.

 


Written by Cody 'Avin' Gerard

You can follow him on Twitter by clicking here

Reworked Doran's Shield - The Sustain King

Patch 7.9 brought a big balance update to league as part of the Midseason Update. Amidst the sea of changes were alterations to the least popular of the three Doran’s starting items, Doran’s Shield.

Previously, the item was only used by top laners (and a few select mid laners) to survive against consistent damage dealers. The 8 flat damage block against auto attacks or spells made it especially strong against the likes of Kennen, Quinn, Jayce or Kayle who constantly harass their opponents. It was too niche however and often times items such as Corrupting Potion or Doran’s Ring were preferable for more situations due to the superior mana and health sustain granted.

 

Doran's Shield (Pre 7.9) Cost: 450 +80 Health
Passive: +6 flat Health Regeneration per 5 seconds.

UNIQUE Passive: Blocks 8 damage from single target attacks and spells from champions.
       
   

Doran's Shield (Current) Cost: 400 +80 Health

Passive: +6 flat Health Regeneration per 5 seconds.

Basic attacks deal an additional 5 physical damage to minions on hit.

UNIQUE Passive: Restores 20 health over 10 seconds after taking damage from an enemy champion (= 10 flat hp per 5).

 

   


With the price reduction to 400, Doran’s Shield now allows for an extra potion as a first buy. In addition, the new passive ends up serving a similar purpose as it did before, instead of blocking damage, it gives you extra regen over a period of time so one ends up negating part of the damage taken over a longer period of time.

The on hit damage only applies to minions, but it’s a welcomed change to help champions that are constantly pushed in to fight back as they farm under tower.

 

Gold Efficiency

 

Doran’s Shield is a very hard item to measure in terms of its gold value. Aside from the health it grants health regeneration, but since it’s a flat amount it’s very hard to value how much it’s worth. The 5 damage on hit is definitely measurable but it obviously is only worth anything when hitting minions and not when trading with champions.

With that said, 80 health is worth 213 gold, 5 on hit when hitting minions is worth 125 gold, and the flat regen is worth quite a bit, especially early on.

To give an example, most ADCs start the game with 6 hp regen/5, so getting another 6hp regen/5 would mean 100% base health regen which is around 300 gold worth of regen. If the passive is active then their regen (not including base) would be 16 hp regen/5, which would be around 266% extra base health regen at level 1, that is worth 800 gold.

On champions like Shen or Darius the regen is worth less in gold because they already start off with higher values at level 1. As your champion levels up and your health regen goes up, the value of the regen goes down (again, in terms of gold value).

Without wanting to focus on this topic much more, the conclusion is that the regen coming from Doran Shield's base stats and passive make it very attractive in the early stages of the game (think first back or levels 1-6) but since the regen is flat, the item starts to lose part of its value as the game progresses.

 

 

Who should use Doran’s Shield?
 

Strong against Damage over Time (DoT) abilities


Doran Shield's regen passive refreshes with every instance of damage you take, so as long as you're not constantly trading, you will get more out of the passive when playing against champions with damage over time skills.

A good example of this is Twitch. A single basic attack or Venom Cask will leave the passive up for 16 seconds. Other examples include Teemo, Cassiopeia and Malzahar or any users of the Keystone Mastery Deathfire Touch. Against Malzahar this item also has the added benefit of killing voidlings with one auto attack as the passive on hit damage is an extra instance of damage.

 

 

 

 

 


Bot Lane

 

If you have been paying attention to the EU Challenger Series Qualifier, or maybe even playing some solo queue games yourself, you might have noticed that a lot of AD Carries have been using Doran’s Shield as their starting item over the other two options in Doran’s Blade or Long Sword.

 

While Doran's Shield doesn't grant AD like the other two options, the 5 flat on hit is very useful to be able to match the push or to be able to effectively farm under turret.

 

Doran’s Shield vs Long Sword

 

A few patches ago, ADC’s started to pick up Long Sword as a starting item. The reasoning behind this was to survive against poke lanes, where the extra 2 potions would be necessary to deal with constant harass, thus being more useful than the flat health and limited lifesteal Doran’s Blade provided.

Doran’s Shield is essentially the replacement for this strategy. The extra regen is great in lanes where you have to deal with champions that outrange and can poke you down while the flat health still makes you sturdier against all ins or gank scenarios

Assuming the passive regen is always active you will match the healing of a normal health potion as fast as in 47 seconds, so you will quickly make up for the extra potion the Long Sword start has.

Naturally, the Long Sword option still has the advantage of reaching the first core item faster (whether it be Blade of the
Ruined King
or Essence Reaver) and the 10 AD obviously does make a difference in trades, but the idea behind running Doran’s Shield is that you’re already in a losing match up so trades will be avoided and kept to a minimum and when they do happen they will be short trades.

In any case, most ADCs will have around 30 armor at level 1 (including seals) and at least 41 at level 6. This equals 23% and 29% damage reduction respectively. So the long sword start grants around 8 extra damage at level 1 and 7 at level 6. If the losing matchup keeps trades to a minimum and spaced out enough (2 autos taken or less, every 10 seconds) then Doran’s Shields passive regen offsets the potential damage Long Sword would grant.

 

Doran’s Shield vs Doran’s Blade
 

If it was easy for the Shield’s regen to offset the 10 AD from Long Sword, then it’s even easier for it to happen when in comparison with Doran’s Blade, given that the damage granted will only be around +6 per auto attack against an enemy carry.

And in terms of sustain? Shield start now has access to an extra potion, so that’s 150hp worth of regen right off the bat.

Doran’s Blade does have lifesteal, but given that it’s a small %, it takes time to scale and be relevant, once the AD Carry has more Attack Damage.

Let’s picture level 3 Varus. He will have 58.2 base AD + 8.5 from runes, so close to 67 AD. At this point he will be healing 2.01 health per auto attack when hitting minions and his attack speed will be 0.69 (0.85 if his passive is active after killing a minion).

Over a 5 second period this means between 3-4 auto attacks (let’s assume passive is always up so it’s 4) which means 8 health. On the other hand, over that same period, Shield granted 6 health. But in order for Doran’s Blade Varus to match Doran’s Shield he needs to be permanently auto attacking, which isn’t always what you want to do, given that you will start pushing the lane and open yourself up to ganks.

So even in the ideal scenario where you don't poke the opponent, Doran’s Blade BARELY beats Shield in terms of sustain. Naturally as levels go on and as you gain more AD the % lifesteal will become more relevant, but it’s going to be very hard for it to win versus Shield in terms of sustain (even at level 6 Blade will only grant around 8.5-9 health).

Poking the enemy ADC with shield will activate the Doran’s Shield passive, making it even more Shield favored in terms of sustain, and using a basic attack on an opponent also means not getting so much lifesteal, as the armor on the target and subsequent damage reduction will kick in.

 

TLDR: Doran’s Shield can easily beat out Blade’s lifesteal sustain in the early levels and Blade users need to be auto attacking constantly to be able to even match Doran’s Shield without its unique passive.

 

Who still wants Doran’s Blade in Bot Lane?

 

In the bot lane, you will still want to run Blade if you’re running a lane that has a big range advantage so you can force constant trades and really make use of the extra 8 AD. eg: Heavy harass lanes such as Caitlyn/Ashe/Varus (Mainly Caitlyn) versus lower range ADs (especially if their support isn’t ranged to punish your aggression).

Other than that, Doran’s Shield is possibly going to become the default on many champions, the current meta revolves mainly around carries that rush Blade of the Ruined King, so the lifesteal from Doran’s Blade isn’t that necessary anymore (except on Caitlyn for example, as she doesn’t buy lifesteal until later on).

 

 

Top Lane

 

Up in the top lane Shen and Rumble are still good users of the item as they don’t rely on mana, so extra health regen helps them stay in lane against harder matchups. For Shen specifically, the extra on hit can help a lot as he gets pushed in early in a plethora of matchups, especially after the damage on Twilight Assault against minions was reduced.

In general, the item is more about the opponent you're facing than anything else. Champions that can overwhelm in the early stages such as Quinn, Kennen or Pantheon are good examples of matchups where Doran's Shield can be useful.

In general, it’s still a good item to take for defensive purposes when facing opponents that can overwhelm in early levels. It’s also an excellent option against Teemo, as similarly to Twitch, the poison will guarantee you get more seconds of regen if you get hit.

 

 

Mid Lane


Most Mid laners will still take Doran’s Ring as their starting item, but on resourceless champions such as Katarina and Vladimir it can be very useful. Vladimir depends a lot on his health to be able to do trades. Katarina usually has more aggressive starting items with Dark Seal, but she can use Doran’s Shield if facing a matchup where she struggles more during the early levels.

Yasuo tends to have harder matchups in mid as well, so it’s a very good option for him as an item to help him get through levels one through six (in both solo lanes).


Overall, expect Doran's Shield to be very popular throughout the next few patches especially in the bot lane. This is, until it is inevitably nerfed for overshadowing the other options.

Missions in League: New Quest Type Feature With Extra Rewards

Riot recently announced in a dev post a new upcoming feature called 'Missions'.
 

Revenance

"Missions will offer players new challenges to solve on the Rift for rewards like unique skins, Summoner icons, and loot."

"Most of us have played dozens, hundreds, or even thousands of hours of League. To stay fun over such a long time frame, the game can’t become monotonous or stagnant. When it comes to moment to moment gameplay on the Rift, a lot of what we do helps add that necessary variety—new champions, frequent patches, deep mastery curves, etc. Outside of the Rift, we address this with long-term goals reflecting your growth as a player—ranked and champion mastery specifically.

These long-term goals are fun to work towards, but progress usually takes months (or years), and important milestones are fairly scarce. On a week-to-week or day-to-day level, there aren’t many different goals to pursue to bring variety and character to your individual play sessions."


The feature has no launch date yet, but it's already up on the Public Beta Environment (PBE) Server to be tested.

 

Currently, here's a list of mission types that will be tested out on the PBE:

  • 2 chains of 3 Missions where you need to complete the last one to get the next
  • 1 Mission that starts on Saturday and 1 Mission that starts on Sunday
  • 1 Mission where the objective is an accumulation of completing other Missions
  • 1 Mission where the objective is kills/assists
  • 2 Missions where you need to play on a specific map
  • 1 Mission becomes available if you have “banner of the serpent” ward skin

 

The Good


League of Legends can be a very grindy game, getting enough IP for runes and champions can feel like a chore at times and progress is quite slow, as IP gains, champion mastery and even climbing through Ranked take prolonged amounts of time.

Introducing Missions, which function similarly to quests in 'Hearthstone' or any MMORPG can help diversify the game, by having players explore the game more, playing new champions or trying to complete different objectives. Naturally, as this isn't an RPG, Missions should never be looked as a key feature, but rather an extra way to gain some loot.

Speaking of loot, there's a lot of rewards that Riot can include in these Missions, like granting IP boosts to speed up the process of IP gains for champions and runes or giving key fragments/hextech chests for extra skins for those playing enough games.
 


There's a lot that Riot can do with Missions. Tying rewards to esports is another interesting idea that might be used, such as showing support for your favorite team to unlock a special icon for example. Champion specific quests can also help speed up champion mastery or unlock new emotes —  You get the idea.

 

 

The (Potentially) Bad


On the other hand, quests can lead players to playing differently or suboptimally to complete quests. Gold requirements will lead to players wanting to purposefully extend games, KDA quests might result in having players too focused on surviving to preserve KDA and the same applies for champion scores.

It's almost impossible for Riot to prevent SOME of this behaviour, being careful with how they dictate Mission objectives will be certainly a goal.
 

In addition, Missions should not be available for ranked matches. In the ranked ladder, nothing should interfere with the ultimate objective of the game, which is winning. All 10 players should be focused on that objective to maintain the integrity of the game.

 

 

LPL Post Game Review - A Look at the new Chinese 'High Elo' Super Server

Welcome to LPL's Post-Game Review: a detailed analysis of team compositions in League of Legends.


Today's episode is slightly different as 'DSM' looks at a game in the new Chinese Super Server. This new server is restricted access. Only players that are Diamond 1, Master or Challenger in another server can sign up to this one.

Once players are in, they are instantly leveled up to 30 with a ton of Influence Points to spend on Champions and Runes.

Players that made it challenger on that server also have the chance to participate at the demacia cup event, where they get matched with pro players and afterwards they have a chance to get a special "club passport" which lets them experience the professional player lives.


In the video below, 'DSM' has a look at how different a game can be when every single player is very high up in rankings.

 

 

 Be sure to subscribe to LolKing's YouTube channel for upcoming stat videos, and other League of Legends coverage!

 

 

 

 

Selling Guns To Your Enemy: The Ignored Dilemma of Turret Trading with a Late Game Composition

By 'CabraMaravilla'

 

Most of us are familiar with this idea. If, for whatever reason, you are looking to go for late game, even trades are always to your benefit. If time plays to your advantage, they serve as a way to accelerate the game. Trades of this nature help diminish the relative gold lead, while accelerating the gold generation, forcing late game to come in sooner.
 

Aside from trading kills, the most common scenario in which we are presented with this rationale is turret trading. Often times, scaling teams will look to trade turrets with their opponent as a way to safely get themselves past the thirty-minute mark.

Usually, casters will explain how these trades are beneficial for the scaling composition.

Since we are talking about turret trading in the context of transitioning into late game, we will only be looking at outer and inner turret trades. In this case, destroying the same amount of turrets as your opponent is not necessarily an even trade.

These towers are not just a bag of gold waiting to be taken, and should never be thought of as such. A destroyed turret weakens a team’s control of the surrounding jungle and, in the case of sidelane towers, allows for bigger creep waves to be built as a pressure mechanism.

 

 

Both these additional considerations are to the advantage of whichever team stronger at any given time. In other words, early turret trading forfeits these advantages to whichever team has the stronger early and mid game.

Once a team has control over the map, they can build a slow push that accounts for several waves once it reaches a place where the scaling composition can safely clear it. On top of that, superior vision control in the jungle allows them to more efficiently rotate between lanes.

By trading objectives, a late game composition can accelerate the game, but pay the price of giving their opponents stronger tools to snowball with. To understand if the trade is always worth it, we must first understand the trade itself.

 

Outer turrets provide the opposing team with a total of 800 gold, while inner towers grant 750 gold. Since passive gold generation for a team is 104 gold per ten seconds, tied to creep kills and jungle camps, it is fair to assume that gold given by a turret is equivalent to gold gained in 40 second intervals.

Basically, this means that your composition will overcome your opponent’s 40 seconds sooner per turret traded. This is a little generous, as turret killing provides no experience, but it's close enough to give us a rough idea.

As valuable as 40 seconds are, it seems hard to justify giving your opponent all the aforementioned tools for this acceleration. Since the first tower is taken down, scaling compositions can take anywhere between 15 to 25 minutes to come online.


However,  we still haven’t addressed what happens if you do not partake on such trades. Despite the fact that trading turrets gives stronger tools to snowball with, early game compositions are usually strong enough to take the turrets anyway. It just takes longer to do so.

When trading objectives, a team secures an amount of gold for themselves that they might never get if they choose to turtle. Even if they hold onto a turret for longer, once it falls, they are denied the gold, and the advantage for the opposing team grows both in relative and absolute value.

What this means is that, although the early game team was given fewer tools to snowball with initially, they now have even more than they would in a trading scenario. They get the same amount of jungle control and wave pressure, with a bigger gold advantage. This opens up stronger baron baits, sieges, dives and quicker objective kills. Not good at all.

For these reasons, it is rarely the case that a turret trade is a bad idea with a scaling composition. We need to dig deeper into the subject to understand when a turret trade can be bad for a scaling composition.

 

Easily defendable turrets protecting a relevant part of the jungle are the most susceptible to being wrongfully traded. In this context, it is reasonable to look at top and mid inner turrets as the most likely to be featured in this scenario.

The value of this turrets comes from the jungle they protect. When destroyed, diving nearby towers becomes much more effective. Furthermore, the higher AD and lower distance between inner turrets makes them that much easier to defend than outers.

The most important factor, however, is protecting Baron Nashor. This neutral objective reigns supreme above every other win condition for early game teams, and is the sole reason why bot lane inner is not as key. A team looking to stall a game can’t afford to forfeit absolute control of the Nashor pit if they plan on winning the game.

To better understand this, we will look at the first playoff game between G2 and Fnatic.With Fnatic playing their famous early game aggression, G2 are looking for lategame to secure a victory.

 

 

At the eighteen-minute mark, both teams engage in a trade of side lane turrets. With full vision of Fnatic’s members, G2 know Zven to be safe on the bot side, yet choose to rotate Karma and Graves for an additional turret trade. This means that they voluntarily chose to forfeit their top inner, as they had plenty of time to recall and defend it.

At the twenty-minute mark, sOAZ’s strong push in the botlane needs to be answered, granting Fnatic strong control over the bot lane jungle. This, combined with how easily Fnatic can secure top side vision because of the top inner turret being down for G2, makes that their mid turret is as good as dead. Especially because of how strong Fnatic’s dives are.

The need for jungle control is what makes Zven overextend. If Fnatic's push reaches the top inhibitor turret, G2's mid outer will be impossible to protect. Against a composition with strong dives, losing jungle vision control around a tower often translates into losing it.

Because of G2’s hubris in this overall play, they end up losing a mid lane tower, more kills and Baron Nashor. It would be unreasonable to blame the whole result on G2’s previous trade, as their poor positioning and understanding of the situation is why it turns into a complete disaster.

 

 

Nevertheless, it is clear that G2 have absolutely no play to protect their mid lane turret. At the very least, Fnatic would have secured it with no casualties. Because their top inner was also down, in this situation, they would have very little vision control over the Nashor, and Fnatic could have grinded their vision out and force them to facecheck into a Zyra and Twitch combo.

Even though a top lane inner turret it’s far from enough to avoid the aforementioned strategy, it is undeniable that the vision claim it would have guaranteed for G2 is of great value in this situation. This is true not only for river control, but also for midlane turtling and dive protecting, easily granting G2 40 seconds worth of combined value.

With their earlier choice, G2 are effectively giving Fnatic their win condition on a silver platter. We can see here how a much better scaling composition have shot themselves in the foot by taking a turret trade.

 

In conclusion, not every turret trade will be good for a scaling composition, even if they don’t involve top and mid inner towers. The opposite is also true. A trade involving the turrets mentioned above can still be good for a scaling composition in the right scenario. These trades must be judged on individual merits. Most are good, and some are bad, but few are even.

 


 

Article Written by Manuel 'Cabramaravilla' Martínez

You can check him out on Twitter by clicking here

10 Ban System Coming Next Patch - How the System Works

Starting on Patch 7.11 (Which should be live around the 31st of May), all Summoner’s Rift games with draft mode (so Ranked Flex, Ranked Solo and Normal Draft) will feature five bans per team.

This has been highly anticipated ever since Riot announced the introduction of the 10 ban system in professional play, a system that was very welcomed by the professional community, as it increased a layer of strategy to the draft phase.

However, the system is nothing like the one you would see at LCS or the currently ongoing Midseason Invitational. Let’s have a look.

 

The Differences

 

After the pick intent phase where you hover the champion you want to play there’s now a new ban phase. Every player bans a champion, but all players ban at the same time. Similarly to the pick intent phase, you can ‘hover’ bans so you can make sure you’re showing your team what you intend to ban.

As it was with the old system, you need to pick your ban, else you will naturally get dodge penalties. So far Riot has also confirmed that you don’t need to lock it in. You have 35 seconds to hover and lock your ban. You can also select the option ‘No Ban’ and lock that in too.

Once you lock in a ban, it no longer becomes selectable for your team to ban, if both players lock in at the same time and in the last second, the second player’s lock will default to ‘no ban’ to avoid queue dodges

Once the timer is over and everyone locks their bans you get to see what the other team has banned (a bit like blind pick normal games but with bans). Bans can be duplicated across teams, so don’t be surprised if you see more than one Yasuo ban in each match.

 

“Giving visibility into the enemy bans before time runs out causes the strongest strategy to be waiting until the closing moments to bait-and-switch bans with your opponent, which sounds unfun. This also reduces the chance of certain meta champions being banned across every game. Y’all know who we mean.”

 

 

Why is the system different from the one in professional play?

 

A very valid question, as the system currently implemented in professional play does bring another layer of strategy to the game. Riot explained:

 

“It pretty much comes down to the needs of a team of organized players being very different from individual players placed on a matchmade team. In organized play, having some knowledge of your opponents’ strategy means you can pivot your pick and ban phases to specifically target weaker players or home in on a small champion pool.”

 

Using that same system on a solo queue game could also result in heavy target bans, which could be unfun as players usually have more limited champion pools than professionals.

Simultaneous bans also cut the time in champion select to get you into game faster.

However, Riot has mentioned that they are working in implementing the snake draft to organized team modes.

 

“We do realize there is now a disconnect between regular play and professional play, so we are working on bringing the esports snake draft format to an organized team mode, but we’re not quite there yet. “

 

Sample video on how new draft will play out

 

 

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