You just got a pentakill. And then suddenly, without warning, you're dead. It was a Teemo shroom perhaps--maybe Zyra's passive from beyond the grave. For this week's contest we're celebrating champions that can exact their revenge after they've fallen!
From the Grave
To enter this week's challenge:
Play 5 of your last 10 games with champions that can take revenge on death.--see rules.
If you've been watching the World Championship you've probably noticed that certain champions are always picked or banned. You might ask yourself: should I be playing these champions in solo queue? Here at LolKing we've used our data to help answer that question. The World Championship statistics used in this article can be found here.
Ezreal has established himself as a dominant AD carry in both competitive play and solo queue for awhile now. His strength comes from his mobility and ability to win trades. Some might say that he's overpowered and lead content designer Morello seems to agree with that sentiment. Recently he stated in a red post that Ezreal will be nerfed "after the world finals."
Jayce fits perfectly in the current top lane metagame. He's able to harass melee champions out of lane as well as output tons of damage. He has a safe laning phase because of the utility and range in his skill set. This utility is transferred over to team fights where he can use Acceleration Gate to help his team catch or escape from enemies. His Shock Blast ability makes him a great addition to poke comps that we see in competitive play. With all that being said, he can still lose his lane. In the World Championship we saw Irelia used quite often as a counter pick to Jayce because of her high sustain and ability to gap close.
Shen's viability comes almost entirely from his ultimate. It allows him to affect team fights no matter where he is on the map. This makes him one of the best split pushers in the game. In a competitive setting, where teams are extremely coordinated, split pushing can be executed more effectively and defended against properly. In solo queue, where teams are often disorganized, it's more difficult to not only split push, but also to defend against a Shen. This frustrating nature of dealing with Shen is probably why he's banned and picked so often.
Alistar is most often played as a jungler. He's known for his ability to snowball lanes with his amazing early ganks. He's able to absorb tons of damage in team fights because of his ultimate. However, being a jungler centered around ganking does come with its disadvantages. His clear speed is relatively slow and he can start to fall behind if he doesn't execute successful ganks early on. This susceptibility to falling behind makes him a prime target for counter jungling by the enemy.
Sona brings a lot as a support. She has the ability to harass with her high early game damage that escalates to kill potential once she hits level 6. She brings great utility in the form of auras. Her ultimate's ability to win team fights is unrivaled by any other support and is one of the biggest reasons why she's picked so often in competitive play. All of this comes at a cost though; Sona is extremely squishy and can be focused down. She has to be played with an emphasis on smart decision making and positioning.
Jayce. Sona. Ezreal. Maokai. You've probably seen these guys played a lot lately--if you've been watching the world championships that is. As the top teams in the world have been fighting for a chance at a million dollars, they've been picking certain champions a lot more than others.
In celebration of the world champion, for this week's contest we want you to play some of them.
The World Championships
To enter this week's challenge:
Play 5 of your past 10 games as the most popular picks at the championships--see rules.
People in champion select are yelling at you to ban Diana. Your friends are telling you to ban Rengar instead. The professionals are saying Syndra is underpowered and no one can seem to agree on Kha'Zix. How do you know what to think? To save you from a stroke, we here at LolKing have used our data to provide you with an analysis of the four most recent additions to the Fields of Justice.
Diana had win rates as high as 57% when she was first released and was rightfully considered overpowered. After she was nerfed her win rate dropped to an average of 50%, which she still maintains to this day.
Diana's success comes from her high kill potential in middle lane. She has the ability to gap close on to an enemy, stick to them, while also outputting tremendous burst damage. This makes her a great counter to squishy champions such as Twisted Fate. Additionally, Diana scales relatively well as the game progresses unlike other champions that try to fit a similar role such as LeBlanc or Fizz.
Syndra had an abysmal 25% win rate on release. Shortly after she was buffed which resulted in an increase to 40%. Why is Syndra having such difficulty winning?
Syndra doesn't fit very well in the current metagame. She has no escapes, a crowd control skill that's difficult to use, and is relatively squishy. With the ever increasing amount of gap closing champions and the prevalence of junglers who focus on ganking, Syndra struggles to be viable as a mid laner. However, she does have strong lane harass, single target burst, and her win rates have steadily increased after her buffs. Still, it raises the question: Is the problem that her damage needs to be buffed again or is she doomed to fail because her design doesn't fit in the current meta?
Rengar had win rates as low as 38% on release that steadily increased as people learned how to play him. He then received quality of life buffs and his win rate shot up to 59%. The following patch he was nerfed dropping his win rate to 53%.
Rengar is a strong addition to the plethora of gap closing bruisers. He can be played top or the jungle, but seems to excel as a jungler because of his ganks. His ultimate grants him stealth as well as movement speed, which allows him to move past enemy wards unseen. He can then jump on to an enemy, slow or snare him with bola strike, and output tons of damage. This makes his ganks not only extremely difficult to counter, but also frustrating to deal with.
Kha'Zix has a relatively low win rate of 40%. It's still too early to tell whether or not Kha'Zix is underpowered or people are still learning to play him. However, Rengar had an almost identical win rate on release, and was later buffed by Riot. If Kha'Zix' win rates don't improve, watch out for a future buff.
Kha'Zix is a gap closing assassin with high physical burst damage. His ultimate grants him bonus movement speed and stealth, which helps his ganks, but he lacks strong crowd control. He doesn't have any defensive steroids and two of the most popular items currently built on him are the Brutalizer and Bloodthirster. This lack of defense could be why he's struggling to win games. The current metagame usually requires your jungler to be relatively tanky with a decent amount of crowd control. Junglers such as Amumu, Maokai, and Skarner have found great success in the current meta. Will Kha'Zix find a niche within the jungle, will he find success in the top lane, or will he fade in to mediocrity? We'll have to wait and see.