While the bottom 4 teams in the LCS traded blows this weekend to stave off relegation, the top spot of the LCS was also in contention with #1 Curse facing rival TSM. Curse – who had not until this point dropped a game to Solo Mid in the LCS – went into the match with their confidence high. Prior to the match Twitter was sparking with discussion about the NA All-Star vote where TSM and Curse top lane and jungles are still trying to prove they deserve their fans’ votes. When Dyrus went head to head with Voyboy it appeared the All-Star vote might be the story of the game. The focus of the game was not ultimately top players testing their skill however, the game quickly spiraled into a study on missplays, questionable calls and champion matchups.
The first in-game mistake for Curse came early in the cast when NyJacky walked face-first into a fully loaded TSM flying in formation. Yet crushing Jacky for first blood at 40 seconds was not the first blow TSM dealt to Curse; that move came in champion select. Like some of the other highlight matches of the weekend, TSM and Curse’s picks were the subject of debate and ended up impacting the game in meaningful ways.
TSM’s lineup came straight out of their Season 2 power days, with a host of global (and semi-global) abilities coming out from Shen, Draven, Karthus and Nocturne. The advantage of controlling the game from a distance was firmly in the hands of Solo Mid, while Curse ran out a team comp which raises some questions. With Cop on Kog’Maw, Curse had hopes that their star ADC would win the late game with Kog’s superior endgame power. Of course – as with all lategame comps – it’s essential to protect the hypercarry and Curse’s lineup simply fell short. While Saintvicious’ Udyr, Voyboy’s Renekton, Elementz’ Sona and NyJacky’s Ryze all have hard CC, missplays and bad descisions created an environment where Cop could not exercise the full extent of Kog’Maw’s power.
The problem protecting Cop began with Saint’s first gank; with only the short stun from Udyr’s Bear Stance, Saint was unable to disable WildTurtle for long enough for Cop to put in the work he needed for a doublekill. After making it safely to the turret, WildTurtle and Xspecial (on Thresh) turned on all 3 attacking members of Curse and took a fight 3-0. This critical missplay by Curse empowered WildTurtle to further leverage the early-game power advantage that Draven has over Kog’Maw, resulting in a very early tower-dive kill on Cop, all without the help of a jungler.
Saint’s next gank wasn’t as painful as the first, as he and Voyboy almost managed to take down Dyrus until a quick reaction from TheOddOne stopped the ambush cold, resulting in no kills for either team. On his third attempt, Saint finally found blood for Curse, taking down Reginald without giving up a kill to a counter-ganking OddOne. After a free dragon for TSM and tower dive on Jacky, the game began to look out of hand for Curse.
Nowhere in the midgame can you see the power advantage that TSM had over Curse better than in a team fight over Curse’s bottom exterior tower. After an R from Elementz which wiffed on all but WildTurtle, Curse put enough pressure – bringing Jacky from mid to join Saintvicious, Cop and Elementz – to wipe TSM up, but only manged to trade 2-for-1 ending in a top-plays worthy escape over a wall by Dyrus. A fight that Curse committed a lot of time and abilities to simply did not net enough gold for Curse to make it worthwhile, and TSM continud their dominance from that point.
Trying to play catch-up, Curse continued to make critical errors, getting caught out several times, including on a particularly eyebrow raising play in which Saintvicious followed 4 members of TSM into a bad fight which almost got much worse for Curse until Saint was forced to flee. After taking Baron there was nothing Curse could do to prevent the inevitable as TSM marched down each lane, dropping towers and inhibitors until they eventually felled the enemy Nexus.
In possibly the worst played game by Curse all season, we finally see the formerly invincible looking #1 NA team looking a little mortal. The huge victory for TSM would not stop Curse completely in their tracks though, as after a short break and some refocusing, Curse came back to defeat Vulcun in the day’s final match.
What can we learn about Curse following the grizzly defeat handed to them by TSM? Saintvicious must play well for Curse to win. With a more supportive midlaner like NyJacky, and a conservative-farm-first ADC in Cop, the pressure on Saint and Voyboy to succeed in the early game is paramount. In perhaps the first game all season where Saint could not deliver on early aggression, Curse folded like a cheap suit. Every member of Curse generally works together like a well oiled machine which works right up until a key component malfucntions.
How did this game affect your All-Star vote? Does Saint get extra credit for being so important to his team? Or does OddOne’s victory over Curse give him a boost? Does Dyrus’ success against Voyboy keep him firmly in first, or can Voyboy still close the gap and represent the NA in the upcoming All-Star game? Tell us in the comments or tweet to us @ill_monstro_g and check back for more LCS coverage as the Spring season comes up on its epic conclusion.
See those RP cards? A photo taken by your’s truly and uploaded this very day. We’ve got a bunch of RP, and we want to give it away to our readers! Since we’re going to be away this weekend (not at PAX East, but at a wedding!) we’re looking for your input. While allMIA goes on a short hiatus from March 22-26, tweet your contest ideas, or leave them in the comments of this post. We’ll choose the best option, run the contest, and give out RP prizes! Our last contest was a huge success and we anticipate this one being even bigger!
Xin Zhao is a tanky melee champion with high early game damage, plus both strong chase ability and disengage potential. Xin Zhao is a versatile champion who can fit comfortably on most teams as his item build allows him to become very tanky or high damage depending on his team’s needs. His strength is as a jungler as evidenced by his very high pick/ban rate in competitive play and the high number of pros who play him regularly, but his excellent dueling ability also makes him a competent top.
So you want to add the Seneschal of Demacia to your champion pool? Here’s some tips… “with a spear behind them!”
Be sure to check out Saintvicious’ Jungleology video on YouTube for a more in-depth look.
Preview Size – Click to Enlarge
Game 3 of the IEM Hanover Grand Final between CJ Entus teams Blaze and Frost was the rubber game of a 1-1 tie for the two Korean sides whose play in the first two games was ferocious. At first it seemed as though these teams were backing off of their early aggressive play-style until Frost revealed the first trick up their sleeve. MadLife – still on his Lulu – buys an early red potion and sits in the forward bush in top lane with Woong’s Ezreal and Shy’s Singed. Flame, playing the Elise that Shy played so well in game 1 wanders into lane when the trap is sprung for First Blood. Not one to let a gank go unanswered, Helios – on Vi – hooks around the bottom side of middle lane and with one well placed Vault Breaker brings the kill score even onto RapidSTAR’s Lux. Almost simultaneously though, MadLife, Woong and CloudTemplar – on Volibear – secure a second kill on Elise again bringing Frost ahead on kills. With the First Blood gold, Frost looks very good early up 500 gold on their sister-team. Given the previous two games ending predictably after fast starts by each team, game 3 looks grim for Blaze already at just 4 minutes in-game-time. Frost’s advantage increases when MadLife and Woong, pushing bottom tower, stay a little too long. Blaze manages to catch MadLife and bring themselves just a bit back into the game until in turn Helios stays just a bit too long, leading to a highlight reel worthy play in which Frost lands not one but two flips on Cpt Jack’s Tristana giving Frost yet another kill. Frost, having timed the play very well gets to take the game’s first Dragon without a contest from Blaze.
After a rough early game for Blaze, they begin playing very cautiously and puts the focus on farming minions, a strategy which will pay dividends in the late game, especially with a Tristana who is so strong in the late period of the game. Blaze’s first big play to help climb back into the game comes with the second Dragon spawn. Frost manages to take down dragon but gives up 3 kills to Blaze, who close the gold gap a little. After the clash at the objective, Blaze continues to push lanes and carefully farm. It still appears that Frost has an enormous advantage as they manage to pick off two members of Blaze, increasing their gold lead to 3000. There is no further aggression from Blaze until Frost reaches out to flip Ambition’s Kha’Zix. At first it appears that Frost will take yet another kill off of Blaze, until Ambition quickly crushes Ezreal and leaps over the jungle wall to safety, leaving Lustboy’s Sona to Crescendo Frost, giving a double kill to Cpt Jack. It’s at this point in the game that it’s clear that Blaze’s wait and CS strategy has paid off, as Ambition has an 80 cs lead over his lane opponent, RapidSTAR. Additionally, Cpt Jack is – at this point – 20cs over opponent Woong. The disparity in gold for the key damage dealers in this matchup gives Blaze the advantage they need to run Frost over. The farm disparity is so great that the once 3000 gold advantage for Frost has completely melted away, giving Blaze a nearly 1000 gold advantage which helps lead to another team fight in which Blaze cleans up Frost 2-0.
Now with a huge gold lead, Ambition begins absolutely controlling the game by himself, soloing dragon. Blaze follows up on Ambition’s success by contesting and taking Baron. Frost is wise enough to back off of the Baron fight while they have the chance, taking no deaths but giving up a turret and red buff to Ambition. With these few plays, Blaze’s gold lead suddenly swells up to over 8000. By slowing the game down, farming and picking their fights Blaze has written the book on how to play from behind. Frost, now desperate to claw their way back into a game they once controlled begins to press Blaze’s inhibitor turret in middle lane, but over-commits and ends up losing a team fight they had no real chance of winning 2-4. Blaze proceeds to press their advantage, taking the match’s second Baron and an inhibitor. The final nail in Frost’s coffin comes when Frost double-flips Ambition which only pushes Kha’Zix past Frost’s front line where he easily picks up a triple kill and ends the game, demonstrating that Blaze’s gold advantage is just too much.
For us summoners who are trying to learn important lessons from the pro scene, we’ve learned two important things from Blaze’s play in this game:
1) A great way to counter a “flip” team composition like the Singed/Volibear comp Frost was running is to play a champion with great escapes and high burst damage like Kha’Zix. Ambition consistently positioned himself in front of his team, making him the only viable target for CloudTemplar and Shy to engage on. Once he was flipped, Ambition made short work of the carries he was being tossed into and jumped away before he could be killed himself. Ambition’s play of Kha’Zix not only shows why the void-bug is such a popular choice in pro-play right now, but also easily makes him the game’s MVP.
2) When playing from behind, as Blaze was early on in game 3, it’s imperative to stay calm, disengage and try to farm as much as possible. Once Frost was ahead, Helios showed none of the massive aggression which was so key to Blaze’s game 2 victory, instead Blaze forced nothing, farmed up and became so strong that by time team fights began mid-game, Frost had no chance to defeat them.
With the victory, Blaze sets up a 2-1 match point in this best-of-5 IEM Grand Final.
The fourth game of this best-0f-five is an elimination game for Frost who must win in order to force a game 5. The dire nature of their situation does not seem lost on Frost who begins the match by setting up a 3-man ambush in tribush on bottom lane. At first they back off of a potential fight at Blaze’s Elder Lizard camp, but then put a gank on Lustboy’s Sona in lane where Shy – on Singed – grabs First Blood. Frost appears ready to come out very aggressively, wanting to put this game away quickly as they did game 1. Blaze, realizing how aggressive Frost is playing and remembering their success in slowing down and controlling game 3 begins to play very defensively, focusing on farming and positioning. The first action we see after First Blood is when Flame takes top tower with very patient poking. Frost, wanting to speed the game back up with their aggressive strategy sends CloudTemplar to bottom lane to mirror some of the aggressive Vi play we saw from Helios earlier in the series. With a well executed, patient lane gank on Lustboy Frost picks up a 2-0 edge on kills. Almost simultaneously on top lane, Flame tries to chase and kill Shy who proves why rule number 1 is “don’t chase singed” as he escapes unharmed and nearly kills his lane opponent in the process.
Despite the 2-0 lead on kills, Blaze is farming better than Frost at 10:30 in-game-time with Flame up 25cs on Shy and Ambition up 15cs on RapidSTAR. Blaze’s patient, focused farming which was the key to their victory in game 3 and 1-0 turret advantage is once again paying off as they maintain a 1000 gold lead. Blaze – continuing with their patient strategy – drops a pink ward on Dragon and takes it uncontested, further increasing their gold lead to 2000. Frost – again needing to pull themselves back into contention from behind – starts playing even more aggressively with Shy teleporting to bottom lane for a gank, but a well timed Crescendo from Lustboy assures that Frost’s plans are foiled and Blaze can continue to farm safely with top lane now 30cs in favor of Blaze, mid and bot lane 10cs in favor of Blaze a piece. Frost, seeming frustrated by the cautious play of their sister-team responds to the failed gank on bottom lane by trapping Flame between RapidSTAR and CloudTemplar for the only the game’s third kill. It appears as though all of the roaming and waiting Frost is doing to set up these ganks is costing them in farm as despite the kill score being 3-0 Blaze is now up 2.5k gold.
A key play in this game 4 comes when Frost attempts to set up a fourth kill on Cpt Jack and Lustboy. Notice how Woong misses out on cs while he and MadLife wait for an opportune moment. Cpt Jack – who appears oblivious – is calmly farming, increasing his already large gold lead until the trap is sprung. A miss-play by Woong allows Cpt Jack to set up outside of the range of Bullet Time, where he can start pounding on Miss Fortune. Woong has to cancel his ult early and begin the retreat with low HP. With good communication, Blaze is able to bring Ambition – on Zed – down to bottom lane to pick up a double kill right on top of Frost’s bottom lane turret resulting in even more gold for Blaze and – crucially – even more missed farm for Woong. Frost is able to respond by catching Cpt Jack near red-side’s tri-bush and successfully chasing down Lustboy. Despite the retaliation from Frost, the double kill, extra farm, and a good response from Helios taking middle tower while Frost busily scrambles for kills, gives Blaze a now a 3000+ gold advantage over their sister team.
Frost – who was unable to play from behind previously in this series – suddenly jumps back into the game when the next contest for Dragon begins. Superior positioning leads RapidSTAR to pick up a triple kill with a fourth kill coming on Flame from Shy, giving Frost a 4-0 team fight victory and helping them close the gold gap down to under 1000 after grabbing the Dragon objective. Frost’s aggression does not end there as RapidSTAR leaps onto Ambition in middle lane while at the same time Shy and Cloud Templar pressure Flame on top lane. Blaze takes this opportunity to once again show off patience and superior positioning as Flame uses Repel effectively to shred Cloud Templar with his tower, turning the gank around into a 1-1 trade while in middle lane another tower dive goes wrong for Frost as Lustboy, Helios and Cpt Jack collapse on Ambition and CloudTemplar for a double kill and another turret. With the great response from Blaze, the gold lead once again opens up to 2.5k in favor of Blaze.
While Frost has – until now – been able to stay in the game, the balance of power tilts completely in Blaze’s favor when Frost – again trying to force a team fight with an ambush from the brush – doesn’t quite catch Blaze who successfully disengages, turning the team fight around the top corner of blue side’s bottom jungle. Lustboy – who to this point appears to be the game’s MVP – drops a perfectly placed Crescendo which leads to another 3-0 trade for Blaze, now up over 4000 gold on Frost. Unfortunately for Frost it’s late enough in the game that Blaze is also able to increase their gold lead to 5.5k by picking up Baron Nashor on the lopsided team fight.
The final team fight and win for Blaze comes when Frost tries to force another a fight they can’t win on Flame in middle lane. Flame outplays his sister team with a great Cocoon and Repel, melting RapidSTAR down, allowing Blaze to overwhelm Frost in their own base and to take the nexus for the game and series win, making CJ Entus Blaze IEM Hanover 2013 Grand Final champions with a series score 3-1.
With CJ Entus Blaze and Frost destroying the European competition in this IEM tournament, the story for the Season 3 World Championship becomes clearer. Can the North American and European teams find a way to stop the seemingly invincible stable of top Korean mega-teams? With top EU team Gambit Gaming losing in spectacular fashion to Frost in the semi-final while dominating the EU LCS it makes an e-sports fan wonder: how can a team like Coppenhagen Wolves or the under-performing former CLG.EU squad (who was shredded in the group stage at IEM Hanover) hope to compete on the international stage when the top team in the EU LCS gets pounded by a top Korean team who doesn’t even go on to win the Grand Final? How bad would it be if a team like Dragonborns (5th place in LCS) squared off against CJ Entus Blaze? For the answer, turn your eyes to Week 5 of the LCS where 5th place NA team Marn looks to climb into the top 4 and perhaps prove that “underdog” teams have a legitimate chance on the big stage. Check back this week for more coverage on professional League of Legends play when allMIA previews specific matches to watch in Week 5 of the League Championship Series!
If you’re like me, your router and modem are far away from your primary gaming station. When your internet connection drops in the middle of a match, it can be a hassle to run all the way downstairs, unplug your router or modem, wait 30 seconds, reconnect then hope that refreshing your IP was enough to get your connection working again. Luckily, with a few keystrokes you can quickly command your router to refresh your IP and your DNS, which will normally fix most dropped internet connections (obviously putting aside instances where your internet connection drops because of an ISP issue).
Whether you’re a Windows 8 user, or have some previous version of Windows, the process of remotely refreshing your IP is very similar. First, find your search bar. Windows 8 has a good quick-search option. Use the “hot corner” by putting your cursor in the top right of your screen. Click the search “magnifying glass” button and type “cmd”. Windows 7 and earlier can access the same function by clicking “start” and typing “cmd” in the search field in the bottom of the start menu. Once you’ve searched “cmd” Windows will open a “command prompt” which is a powerful tool that lets you give commands directly to your operating system for a variety of different functions.
To refresh your IP and DNS you’ll need two easy to remember commands:
- ipconfig /renew
- ipconfig /flushdns
Additionally, if you’re having serious problems, sometimes you may find it helpful to use “ipconfig /release” followed by a “renew” command, though this takes longer. Generally after renewing your IP and flushing your DNS you can expect your internet connection to come back online within 30-60 seconds. When your team is counting on you and you’ve dropped out of a game, this method can save you precious seconds and get you online in time to save the game. If you have any quick tech tips you’d like to share with your fellow summoners, leave a comment and we’ll feature your tip in a future Quick Tech Tip article.
After Frost avenged their Katowice Grand Final loss to Gambit Gaming in the IEM Hanover semifinal round and former Azubu “B-Team” Blaze tore up Anexis, these CJ Entus teammates face off against one another in the IEM Hanover Best-of-5 Grand Final. Which team will emerge from IEM Hanover as champions? Read ahead, but beware of spoilers!
Game 1 kicked off with former Azubu “A-Team” Frost showing why they were considered superior to their teammates Blaze as an early First Blood turns quickly into a 4-0 kill advantage for Frost. Before long, Frost holds a 1000 gold advantage for ADC Woong – on Ezreal – alone. By 7:30 in-game-time, Frost holds a total gold advantage of over 3000. The early advantage created by the tight play of Frost is not let up as an excellent play by MadLife – on Thresh – leads to another kill, bringing the total to 5-0 and the game’s first Dragon. From here, the game slows down a little as Blaze scrambles to protect what they have left. The next team fight results in 2 kills for Blaze… but 4 for Frost. As Shy – on Elise – chases Flame – on Nidalee – down to the Blaze interior turret on top lane, MadLife swings around from the top jungle creating a very loose fight full of chasing and late ignites. The tough fight for Blaze leads Frost to pick up yet another Dragon, further increasing their lead which by 15:30 in-game-time is over 7000 gold. Shy, who absolutely dominated Gambit in the Semifinal forcing Gambit to ban Singed in the last two games, was able to pick Elise (who was banned in all 3 contests with Gambit). With very accurate skillshots on Elise’s Cocoon and timely uses of Repel, Shy controlled game 1 very effectively, pushing top lane and drawing a ton of attention from Blaze. From this point in the game Frost continues to roll over Blaze, catching them out of position and forcing them into terrible situations, but it’s not until a very early uncontested 20-minute Baron Nashor that Frost puts the final nail in Blaze’s coffin who nearly immediately surrender after a completely dominant performance by Frost.
Blaze, now on blue side for game 2 starts by curiously not banning the Elise which so plagued them in game 1. After seeing Shy dominate the previous series and starting the Grand Final so effectively, it comes as a major surprise that Blaze chooses to skip on the Elise ban. Blaze does, however, pick two of Frost’s favorites in Singed and Lulu, leaving Frost to pick up Elise – but not for Shy. Instead, with Thresh banned and Lulu picked by Blaze, Frost elects to send the Elise pick to support player MadLife, while Shy picks Rumble for top lane. Like the final game of the semifinal, CloudTemplar ends up playing Skarner as a response to the Xin Zhao ban. These interesting picks and bans would end up having a major impact on the outcome of game 2, and eventually the entire series.
The game begins on a fairly typically with none of the crazy invades and tower-diving plays we’ve seen so frequently at Hanover this year. The only noteworthy development in the first 5 minutes is a lane swap where ADC and Supports for both teams face off in top lane with top laners in a 1v1 situation on bottom lane. The bottom lane 1v1 ends up being the stage for First Blood just around the 5 minute mark. A timely Vault Breaker and Flip from Helios and Blaze on Shy is quickly followed up by another kill from Blaze, putting the former “B-Team” up 2 kills to 1 early. The aggression on bottom lane doesn’t end there, when just moments later, Helios returns for a second gank on Shy who is more ready this time. Turning on Blaze, Shy secures the first kill of the game for Frost but eventually goes down to Helios’ Assault/Battery leaving the score 3-1 in favor of Blaze.
The story of game 2 ends up being the very effective play of Helios on Vi, who secures a third consecutive successful gank on bottom lane, killing Skarner after being pulled onto Frost’s tower. This play, more than any other might just prove that while Skarner is viable, Vi continues to be picked over him for the jungle role because her kit – while somewhat similar – simply packs more “punch”.
At 12 minutes in-game-time, Frost makes a move to close the kill gap, but remains several thousand gold behind. It’s at this point, as Blaze responds with a kill bottom and a tower dive and a second kill in mid lane that the game begins to look very grim for Frost.
Two consecutive fights over the Dragon objective help bring Frost back even with Blaze in kills, but after the second fight Blaze still maintains a nearly 5000 gold advantage, which proves simply too much for Frost who lets Blaze take Baron around 25 minutes nearly completely uncontested. It’s not until the second Baron of the game in which Frost pushes back, seemingly coming out ahead, when Flame crushes the Nexus turrets by himself with a full complement of super minions to end the game, evening the series up at 1-1. At the end of this game, I’m forced to wonder about the champion select choices of giving Elise to MadLife and not Shy who played the Spider Queen so effectively in game 1. Shy’s Rumble was simply not on par with the dominance he showed in game 1 as he was continually ganked and abused by Blaze jungler Helios.
SERIES TIED 1-1
After a spectacular performance by both teams in games 1 and 2, the series stands tied at 1 a piece. How did the series wrap up? You can check out the VODs here, or wait for part II of our full IEM Grand Final analysis tomorrow morning.
Remember our Average Leaguers spotlight yesterday in which allMIA introduced you to new streamer PeGaZuZ? Well Peg heard his fans and has set up his microphone and webcam for an even more engaging and interesting stream. Go follow Peg’s Twitch stream to watch him and his team climb the ranked ladder and keep allMIA bookmarked for future Average Leaguers featuring members of the community who make League of Legends the best PC game in the world.
A gigantic thank you to the team over at Average Leaguers, a League of Legends community Facebook group that features funny and informative content from – well – Average Leaguers: Bronze, Silver or Gold ranked, it doesn’t matter. Average Leaguers seeks to bring content developed by individuals in the LoL community to the masses, and yesterday they became the first LoL web resource to link allMIA.
After reading through Average Leaguers’ newsfeed and having a few laughs, I was struck with an idea for a new feature named after our new Facebook friends. The Average Leaguers Spotlight here on allMIA will focus on one individual in the community who is trying to make an impact with their blog, stream or media content.
PEGAZUZ SPREADS HIS WINGS
Today, while watching the IEM Quarterfinals, a Twitch.TV user named PeGaZuZ dropped in and said he would give away some skins if he got over 50 viewers on his new stream. On a whim, I dropped in because Blaze and Anexis had just wrapped their first game up. What I found on Peg’s (as I came to affectionately call him) stream was a very interesting phenomenon that I’d like to take a second to share.
PeGaZuZ is a Silver V (just like me!) ranked summoner on the Europe Nordic&East server who has a goal to reach platinum by the end of the season. He invites his viewers to give him feedback and criticism to help him improve and reach his goal; as I’ve created allMIA for many of the same reasons – to share what I’ve learned and to keep a record of the things I need to improve upon as a player myself – the channel really struck a chord with me, so I stuck around.
PeGaZuZ was very pleased with the sudden influx of viewers his stream got after his IEM advertisement but was immediately met with some initial criticism: once he gave away the skins, wouldn’t everyone leave? Peg tried to give his viewers an incentive to stay on the channel by taking music requests and by frequently interacting with his audience via Twitch’s chat function. From here the conversation turned into a very constructive one with Peg’s new audience suggesting things he might do to improve his channel and keep some of these new viewers. As a new streamer, PeGaZuZ does not have a microphone or webcam set up yet (he will set them up next week), which many players pointed out was key to the success of his stream, since it personalizes the stream, makes it memorable and gives viewers a reason to return (for sparkling personality!)
The most rewarding part of this experience – for me – was the random slice of life from the community that I got a chance to experience. Unlike a pro player’s stream which is filled to the brim with spam and summoners who are begging to play with the streamer, the small audience gathered for Peg’s stream had a conversation about the game, got to know one another and learned from each other. It was a great example of how individual summoners can produce and contribute valuable and high quality content that betters the League of Legends community as a whole.
I’m now following PeGaZuZ’s Twitch channel, and anticipate future broadcasts, just to check in and see how he’s doing. It’s great getting advice from the professional gamers out there, but amateur channels like Peg’s are valuable because they’re like real-sports-stories unfolding before our eyes as the “Average Leaguer” streaming improves their skills and the content of his/her stream. I look forward to seeing Peg set up a mic and camera, and eventually reach his lofty Elo goal.
If you have a favorite amateur streamer, or know somebody who is making the League of Legends community a little brighter in their own way, leave us a comment and we might feature them in a future Average Leaguers spotlight.
When I decided I’d like to improve my game knowledge and learn some new skills to help me out in solo queue, the unanimous sentiment opinined by other players was to “watch the pros play”. At first I felt a little reserved; watching? Shouldn’t I be playing? How do I go about watching games? I’d seen some tutorials about how to use LoLReplay and heard some buzz about Twitch and the now defunct Own3d, but I struggled with the core concepts involved. Watching other people play League of Legends seemed like a cumbersome, tiresome ordeal that I wanted no part of. I felt like there was an experience barrier keeping me from giving it a try, so I continued to toil away in blind pick.
With the advent of the League Championship Series (LCS) and the changes to the Ranked system in season 3, watching the best-of-the-best has never been easier. The imaginary barrier keeping the average player from seeing the game played at the highest level is now, in fact, only imaginary. Any fan of professional sports knows that sometimes accessing game content can be restricted by blackouts, copyright laws and other frustrating barriers, but the burgeoning e-sports scene is largely unmarred by such obstacles.
So what is the best way to begin catching professional level League of Legends games? The afformentioned LCS is a great option for newbies and e-sports megafans alike. Access to the content is very user-friendly and the schedule is very pro-sports-like and easy to track, there are even iOS and Android apps which track stats and provide results for LCS games.
The current format of the LCS is a round robin tournament (each team plays every other team 4 times) split into two reigional divisions: North America and Europe. North American teams play Thursdays and Fridays, while their European counterparts play Saturdays and Sundays. Interested parties have a few simple ways to access the content through Riot’s e-sports hub: LoLesports. On game day, the bulk of the front page is dominated by a Twitch.TV stream, that is to say if you log on Friday afternoon, you’re one click away from an organized HD stream with professional commentary and analysis. If you’re a little late, or missed a game you’d like to see Riot also offers a YouTube link on the main page which is on a short delay, but allows users to rewind and re-watch any part of the broadcast; this is the most useful part of Riot’s LCS coverage, the abililty to catch the important moves that your average solo queue player wants to learn. Watching a successful gank unfold on bottom lane is entertaining, but for it to be informative, you’ll often want to go back and see: what was the jungler doing right before? How did the lane set up for the gank? Where was the enemy jungler during the gank? Riot’s YouTube stream allows you to effortlessly jump to any point in the broadcast, creating your own personal highlight reel.
Of course, the LCS is only broadcasting on weekends, so if it’s Tuesday, where do you go for new content? Well, the number of weekend games is sometimes massive, and all LCS broadcasts are archived on both Riot’s Twitch channel and YouTube channel for re-watching. In addition, Twitch is home to the personal streams of many top-tier League of Legends players. Streams are an excellent resource because many streamers take time to explain their thought process and descision making which can help lead new players and verterans alike to develop good in-game habits. So which streams should you watch? Most professional players and high-level streamers primarily play one role, so if you’re trying to learn a specific champion or role, you should look for casters who play that role. If you’re looking for good general game knowledge, it’s best to find the most informative streamer and follow them. I’ll break down some suggestions by topic – please drop your own personal suggestions in the comments, and I’ll append the main article to reflect community choices.
Voyboy – Team Curse’s top laner. Voy is known for his explanations and “teaching” style while streaming. A great stream to watch for aspiring top laners and new summoners alike.
Wingsofdeath – Wings is one of the most informative and teaching-oriented streamers for LoL, and a great top laner to learn from.
NyJacky – very frequently duo queues with team Curse partner Saintvicious, known for his Veigar.
Scarra – funny, talented and informative. Dignitas’ mid lane phenom is one of the best AP mids to watch and learn the game from.
IAmLOD – a diamond ranked ADC who streams very frequently.
Chaox – TSM’s ADC is known for breaking down almost every play and explaining his thinking as he carries his team to victory. Highly informative!
Destiny – while not on a pro team, Destiny has some great support tips to share from his diamond-ranked streams.
Tsatsulow – the high ELO support from team summon is a good watch for new supports!
Saintvicious – one of North America’s top junglers also streams on twitch.tv and is very informative and reflective while he plays. Additionally, Saint produces a series of highly informative in-depth jungling video guides on YouTube which he streams live Tuesdays at 4pm PST. Saint mostly plays very aggressive, carry-style junglers.
TheOddOne – TSM’s TheOddOne is also one of the best junglers in the North American scene, known for his funny and quirky comments as well as his vast game knowledge and preference for tanky, supportive junglers.
I highly reccomend making a free account on Twitch.TV. Twitch has a very accessible system for bookmarking channels you enjoy, so you can easily see which of your favorite casters is streaming. Don’t limit your choices to what’s listed here, click the “League of Legends” section under games and browse all current streams. Some of the best streams on Twitch are aspiring summoners just like you and me trying to climb the ranked ladder. If you find one you like, follow their channel and drop me a line in the comments about it.
So why should you watch a game instead of playing it? League of Legends is a complex game with many mechanics all working simultaenously. It can be very difficult to focus on micro-gameplay and big macro map awareness concepts at once and still learn from mistakes when you make them. Watching another game allows you to focus entirely on the skill you’re hoping to work on, and get useful feedback and commentary from more experienced players at the same time. If you’re still unsure, give it a try! The only thing watching streams costs is a little time.
Many summoners feel like games are won and lost in champion select, others feel your attitude and behavior can have a major impact on the game as well, but what about good general gameplay decisions that you can make to help your team win while you’re out there on the rift? We’ve assembled here a streamlined list of 5 basic rules you should try to follow every time you play League of Legends which will help you carry your way to more victories.
RULE #1: DON’T CHASE
This comes first for a reason. Engaging in long, extended chases – especially on high HP targets (Mundo) or targets with a lot of escapes (Nidalee, Kassadin) – is probably the best way to squander advantages and lose games. One bad tunnel-vision chase will very often turn a successful gank or team fight into a net-loss for your team. Why though? Shouldn’t chasing down and eliminating enemies be a top priority? It’s a gold boost and it keeps an enemy off the map, right? Well not always. Consider the following scenarios:
Scenario A: In Game Time 4:45
Hecarim runs up top to put an early gank on Singed for his friendly Akali. After a good charge from Hecarim’s “W” and a few attacks, Singed is chunked pretty low and runs, flashing away onto his tower. Hecarim chases a little too long, losing HP from Singed’s poison trail and from minion attacks. Singed turns to flip Hecarim onto the tower, but Hecarim pulls off, running back and avoiding death. A fleeing Hecarim makes it down into river just in time for the enemy jungle – Jarvan IV, who saw the whole fight and had time to run up in response – to drop an E>Q combo on him from tri-brush: “First blood! An ally has been slain”.
Scenario B: In Game Time 31:12
The blue team has been getting pushed around most of the game, and desperately needs an advantage to stage a comeback. They have a strong team fight composition and think they can catch a member of the purple team out of position and force an objective. Purple team’s jungler, Fiddlesticks, gets caught in a warded bush near the Baron pit, and the blue team melts him down. The rest of purple team comes pouring in a little late, and a team fight begins. Quickly, the blue team breaks down the enemy team, trading 0-for-3. Purple team’s Ryze and Teemo know the fight is over, and run back towards their top tower. If blue team chases, what happens? They hit a string of mushrooms in the jungle, get CC’d by Ryze, fight on top of a tower, maybe take down a target but in doing so lose some teammates, HP and most importantly time which prevents the blue team from killing Baron Nashor and ending the game.
From the moment the first enemy (especially the enemy jungler) dies, your team is on a power play clock. At 30 mins, you have something like 25-30 seconds (hit “tab” to reveal the scoreboard and check) before your enemy respawns and your “power play” is over, thus you must immediately leverage your advantage as soon as you get it. As soon as the enemy backs out of a team fight that your team has won, turn your attention to an objective. Get Baron, take dragon, push a tower. Don’t chase your enemy and waste time. In fact, if you’re playing a tanky champion and your team has just lost a fight, the best thing you can do is run and try to get the enemy team to waste time chasing you. Winning a team fight is meaningless if you don’t press the advantage it gives you.
RULE #2: TIME RESPAWNS
Ideally your jungler and support should be handling these tasks because their role is more about global awareness than say, an ADC, who is focused on getting fed. That being said, every player (especially if it’s you) should try to observe this simple rule.
Dragon respawns 6 minutes after death.
Baron respawns 7 minutes after death.
Red Buff/Blue Buff respawn 5 minutes after death.
Wards expire 3 minutes after being placed.
Write it down and tape it to your monitor if you have to. Next, open your options menu and turn “time stamps” on. When you see an enemy drop a ward, take note of the game time in the top right hand corner of your screen. In chat, let your team (especially your jungler) know where the ward is and when it expires (“ward in tribush, expires 7:44”). If your jungler is smart, he’ll time a gank just after the ward expires, before another can be placed for an easy kill.
When a major objective (Baron/Dragon) goes down, in chat you will see “[Champion/The Enemy Team] Has slain The Dragon/Baron Nashor!” If you’ve turned time stamps on, right next to that notification, you’ll see the exact time the objective went down, and can time accordingly. You don’t need a stop watch, and it takes about 2 seconds of your time and attention, but can lead to huge gold advantages for your team. When you see: “[20:33] ill_monstro_g has slain the Dragon!” you’ll type in chat “2633 dragon” and remind your team when the spawn is coming up (“>2mins on dragon, set up”). Ideally, you’ll have your team sitting on top of the objective just before it spawns so you can take the objective uncontested. Uncontested objectives win games, so make it your business to time respawns. Finally, a huge advantage can be gained timing buffs. If you’re in a solo lane mid, and after a gank you sneak into the enemy jungle and steal blue buff, take note of the time. In 5 minutes, you and your jungler can set up to steal it again. By denying the enemy their buffs, you’re costing them XP, gold and obviously, the buffs. You may have seen some summoners tell you to leave a small minion (one of the little lizards) so that the buff will not respawn; this can be a good idea situationally, but it’s almost always better to clear the whole camp and time it, especially if your enemy did not see you take the buff. This way, you know when the camp is back up and the enemy does not, allowing you to take it again, gaining you more XP, more gold and another buff.
RULE #3: FOLLOW YOUR LANE
The new “smart ping” system is wonderful, and very useful for sending specific information to your team in a pinch. Stopping to type “MIA” while trying to farm, or while watching for a gank might be hard, but a quick MIA ping is simple. However, a quick MIA ping isn’t enough when your lane disappears. Where is the enemy laner going? You might assume they’re going back, but what if they are going to gank bottom lane? As soon as your lane goes MIA you immediately have a choice, the right answer to which might win a lane. You have to try to put yourself in your enemy’s shoes. When was the last time they went back to buy? When was the last enemy buff you saw; are they going to their red/blue? Is one of your lanes pushed out, ready to get ganked by your MIA laner? If your lane opponent runs straight up or down river, making it apparent that they are going to gank another lane, you need to follow-up, otherwise you’re going to lose somebody their lane. If the lane being ganked looks like they can escape, you can try giving them a “warning” ping and taking advantage of the MIA by pushing a tower. This works especially well if your confidence in your team is high and the tower you’re pushing is low on health and can go down easily. Almost always, though, you’ll want to follow your opponent to the lane they’re going to gank so that you can help your team, and turn a gank around into a team fight win for your side.
If you’re the jungler and you see mid lane leave to gank bot, don’t stand there and finish wraiths – ping your mid lane and follow the enemy to prevent the gank. If you’re the mid lane, and you see your opponent go up to grab blue, look at your map. Is the enemy jungle there to help, or is he ganking bottom lane? Where is your jungler? If you think you can get your team to meet the enemy at their blue, you can secure (and time) a buff and pick up some kills in the process. Little responses like this will set you up to win your lane phase, and eventually the game.
RULE #4: SHOP RE-ACTIVELY
The biggest mistakes many new and veteran summoners alike make is to follow a rigidly set item build every time they play a champion. While resources like LoLpro and SoloMid might be very useful for learning the basics of a champion and what items synergize well with their kit, you can’t follow the same build every game. In order to be successful your item build must be flexible and responsive to what’s happening in your game. Your items are a reflection of your team’s needs in the specific game you buy them in.
The best example of this is your choice in boots. Let’s say you’re jungling with Vi and you’ve got your level 1 “boots of speed” and are considering your upgrade. Most summoners prefer Mercury Treads for the Tenacity buff and the slight MR, some junglers like Boots of Mobility (henceforth referred to as “boots 5”) for the extra speed between ganks and camps, and still others go with Ninja Tabi for armor or the CDR of Boots of Lucidity. Which is the right way to go? The answer lies in what the enemy team is doing. If the enemy has a lot of CC (Crowd Control) – for example, Ashe ADC, Nautilus jungle, Nasus top etc. and they have an AP mid (say, Veigar) who has a few kills already, Merc Treads is the right choice; they help handle most of the threats that specific enemy team brings. The MR is preferable to the armor on say, Ninja Tabi for dealing with Veigar’s burst – especially if you’re already heavy on armor in your jungle build, and the tenacity helps you cut through the CC of the front line and get in on the enemy carries. Likewise, if the enemy is running an AD heavy comp with say a Zed mid, Ninja Tabi provides the extra little armor you might want, and for a lower cost which might allow you to pick up more damage or HP on another item. If you’re jungling and finding that you’re ahead early and ganking effectively, sometimes grabbing boots 5 is the best option for even more aggression and counter-jungling.
The same logic you use to choose your boots should apply to all of your purchases. Are there some core items you should always aim for? Yes. When you’re AP mid, you’re almost certainly going to buy a Deathcap, for example. However, the priority you place on certain items, and the items you buy outside of your core build should reflect the needs of that specific game. When you don’t know what to buy, look at their team – who is the most fed? Who presents the biggest threat? Buy something which addresses that threat. Are you a tank worrying about a fed enemy ADC? Pick up a Randuin’s Omen to mitigate their damage and attack speed. Are you a carry who is getting bursted down by huge combos? Pick up a Quicksilver Sash to protect yourself against the early burst.
RULE #5: KNOW YOUR ROLE IN FIGHTS
Very frequently in chat, teams who have just lost a fight will start to declare “focus carries” or “focus their ADC” or sometimes something as simple as “don’t target tanks”. This is only partially true, and following this advice 100% of the time will lose team fights, because it leads to bad behaviors (like breaking rule#1 – Don’t Chase). First, consider what your job in a team fight is. There are a few roles which must be filled by someone on your team, and depending on who your teammates are, you might be better suited to one of these roles or another. Once everyone knows what they should be doing in a team fight, you should not have to worry about “focusing the ADC”, because you’ll win the fight before everyone is standing around just trading damage until one side falls.
a) Tanky intiation – it’s your job to lead the way and soak up damage and CC. A friend once told me that as a tank, your HP is a resource which if unspent is worthless. Get in there first (not too far ahead of everyone) and try to get some ultimates blown on you, so they can’t be used on your carries. Once you’ve initiated, your job falls into one of the other key categories (probably peel, but possibly dive)
b) Burst – You’re the AP mid. You have crazy burst damage capacity, enough to take down any single target on the enemy team. Who should it be, the ADC? Probably not. If you catch the ADC separated from their team, burst away and win a team fight with the power play advantage; but in a straight up 5 on 5 Baron contest or fight in mid, you need to think more carefully. The ADC is squishy and won’t take all of your massive damage to kill. One of your teammates has the responsibility of diving on carries and taking them out, and anyway, how are you going to get past the enemy front line to be in range to kill the ADC? You’re going to get shreded by Dr. Mundo as you try to reposition. Instead, you should be keeping a safe distance, waiting for a major threat to get in range and nuking them. Your job is to punish bad initiations, dives on your carries and enemies who get caught in CC. Once your combo is down, you should be ducking into a bush until you can nuke another enemy.
c) Peel – You’re probably either the jungler, top laner or possibly the support. You have strong disengage abilities (Xin Zhao’s R, Thresh’s E, Janna’s R), CC (a knock up, slow, stun, etc.) and probably one of the lowest damage outputs on the team. Your job is to keep the enemy off of your carries, when the enemy Xin Zhao dives with his E onto your Graves, it’s your job to knock him back or stun him so Graves can survive the fight and kill his assailant. Lots of top lanes and jungles assume their job is to dive and kill the enemy carry – but if everyone dives on the enemy carries, who is going to protect your ADC and AP mid? What happens if your ADC dies first? You’ve lost the team fight.
d) Dive – You have a strong ability to reposition and stick to targets, you’re probably a top laner or jungler, or sometimes and AD mid like Kha’Zix or Zed. You do some of the highest damage on the team (probably 3rd after mid and ADC) and are a strong duelist or assassin type. Your job is to get past the enemy tanks trying to peel and kill the target they’re protecting. When people say “focus the ADC” – this is the person they’re really talking to. Champions like Vi (with her unstoppable R), Hecarim (huge charging R and E), Olaf (with his R and high damage output), Nocturne and Jax (with his big burst and leaping Q) are ideal for this kind of role. You need to be fast enough to get into the fight, and be durable enough and do enough damage to kill your target(s) before you go down.
e) Sustained Damage – This is the ADC. With some random exceptions like unconventional team compositions or in a weird situation like a very fed Quinn top lane, the ADC is your sustained, team-fight-wide global damage. It’s your job to essentially kill everything and win the fight for your team. This is where the “focus the ADC” advice falls apart. As an ADC should you always go after the enemy ADC first? No. Your job as the ADC is to survive long enough to win the fight with sustained DPS on enemy targets. If you die, you do zero DPS (damage per second) so your team loses. If the enemy carries are out of your range, and between you and your targets are a bunch of beefy tanks with lots of CC your job is to stay back and poke as much as you can at the targets who you have a shot on. If you find an opportunity (say, after a bunch of ults are blown on your tank, or if the enemy team all get stunned) to jump in and kill their carries, of course you should! But you must do as much damage as you can safely. A dead ADC is useless to everyone.
How do I get my team to fight like this in solo queue?
Surprisingly all it takes to get your team out of the blind “focus ADC first” is generally just a little communication. Remember that you can’t count on other players to make good descisions for you, so take a look at the enemy team, and your own team comp, and make the descisions. If you’re a very strong top lane Olaf with a lot of kills and farm and you have a nice tanky jungle Cho’Gath on your team with lots of CC, the choice is easy! Before the next team fight say something like “Cho, try to peel for Orianna and Varus, I’m gonna dive their carries.” Just agreeing who will peel and who will dive is generally enough to lead to success in most solo queue team fights, all other factors being even.
Of course, these 5 rules alone won’t win you every game. There are a ton of important concepts and mechanics in League of Legends that you have to be familiar with to succeed consistently. Minimap awareness, player attitude and communication and a slew of other concepts are core to winning, but if you follow these 5 general rules, you will see your chances for success in solo queue and arranged 5s alike rise dramatically.