Monday, January 5, 2015

Gold Values Appendix

*Quick note to anyone who has been following the Worlds Video Analysis.  Still working on it, but will be interspersing it with newer information so videos will be slower.

Just some of the various gold sources in League of Legends.

Google Doc can be found here.  It's a little better formatted if you prefer.

gp/10 = gold per 10s
gp/w = gold per creep wave
cw = value in comparison to a creep wave

Base
19gp/10

Runes
Seals -      .25gp/10      x9 = 2.3gp/10     or a 12% increase from Base
Quints -    1gp/10         x3 = 3gp/10        or a 16% increase from Base

Masteries
Greed -            1.5gp/10      or an 8% increase from Base
Scavenger -     2.1gp/10     aka     6.3gp/w
Bandit -           2gp10 (likely),
                      6gp/10 (generous),
                      30gp/10 (extreme maximum)
                      or 15g per assist/kill

Items
AC T1 -       4.2gp/10       aka 12.6gp/w
AC T2 -       8.3gp/10       aka 19gp/w + 2gp/10
RS T1 -       5.5gp/10
RS T2 -       8.8gp/10
SE T1 -       2gp/10 to 7gp/10       3.65(33%)       5.3(66%)
SE T2 -       2gp/10 to 12gp/10     5.30(33%)       8.6(66%)
Avarice -     7.2gp/10       aka 12.6gp/w + 3gp/10

*AC gains .3gp/10 at 25mins and again at 35mins
*RS T1 changes to 6.6gp/10 at 25mins and T2 changes to 10gp/10 at 25mins and 13.3gp/10 at 35mins
**RS also gains .27gp/10 and .33gp/10 every 6 minutes starting at 7:30.
*SE is extremely variable over the course of the game. The 33% values are the most likely over the course of the game while in laning phase it is likely to be above the 66% mark.

Minions
Melee -             20gp/10       or 6.6gp/10 per minion       20g per minion
Ranged -          15gp/10       or 5gp/10 per minion       15g per minion
Siege -             4.4gp/10       or 40g per minion
Siege(25) -       6.6gp/10
Siege(35) -       13.3gp/10

Full Wave -          35gp/10       or 105g per wave
Siege Wave -       48.3gp/10       or 145g per wave
Avg Wave -         39.43gp/10       or 118.3g per wave
Avg (25) -            41.6gp/10       or 125g per wave
Wave (35) -          48.3gp/10       or 145g per wave

*Melee and Ranged Minions gain +1g every 6 mins/12 waves starting at 7:30m, Siege gains +2g
**This means the average wave gains 2.2gp/10 every 6mins/12 waves plus an extra .1/.4gp/10 at 25/35 mins per 6mins/12 waves.

Towers
Outer -      150g(local)      + 125g(global)      = 775g      x3 = 2,325g
                1.27cw              1.06cw              6.55cw      19.65cw

Inner -      100g(local)      + 150g(global)      = 850g      x3 = 2,550g
                0.85cw              1.27cw              7.19cw      21.56cw

Inhibitor -  175g(global)      = 875g      x3 = 2,625g
                1.48cw              7.40cw            22.19cw

Nexus -    150g(global)      = 750g      x2 = 1,500g
                1.27cw              6.34cw            12.68cw

*In terms of pure time, every turret is worth over 1 minute of time, compared to farming creep waves in all 3 lanes.
** This means, purely in terms of lanes/gold, taking a turret within 2 creep waves as 5 is a net worth over the other team farming all 3 lanes.

Kills
Streak                Kill Gold                Assist Gold                Total Gold
+5                500(4.23cw)                250(2.11cw)                750(6.34cw)
+4                475(4.02cw)                237(2.01cw)                712(6.02cw)
+3                408(3.45cw)                204(1.72cw)                612(5.17cw)
+2                350(2.96cw)                175(1.48cw)                525(4.44cw)
+1                300(2.54cw)                150(1.27cw)                450(3.80cw)
+0                300(2.54cw)                150(1.27cw)                450(3.80cw)
-1                275(2.32cw)                137(1.16cw)                412(3.49cw)
-2                220(1.86cw)                110(.93cw)                330(2.79cw)
-3                176(1.49cw)                88(.74cw)                264(2.23cw)
-4                141(1.19cw)                70(.60cw)                211(1.79cw)
-10                50(.42cw)                25(.21cw)                75(.63cw)

First Blood 100(.85cw)                50(.42cw)                150(1.27cw)

Assist Bonus
+2      30(.25cw)
+3      45(.38cw)
+4      60(.51cw)

*Every Kill adds +1 to your streak, always starting at 0. Resets streak to +1 if below 0.
*Every Death adds -1 to your streak, always starting at 0. Resets streak to -1 if above 0.
*Every Assist adds +1 to your streak if below 0.
*Every 1000g earned from creeps adds +1 to your streak if below 0.
*Assist Bonus is applied to every assisting champion based on (Assists - Kills)

Jungle
                  Main           Small           Total           CW Value           GP/10
Krug -          60g              14g              74g              .63cw              7.4gp/10
Raptor -       41g              9x3g            68g              .57cw              6.8gp/10
Wolves -      42g              12x2g           66g              .55cw              6.6gp/10
Gromp -       62g                                  62g              .52cw              6.2gp/10
Scuttler -      35g                                  35g              .29cw              1.94gp/10
Red/Blue -   36g              20x2g           76g              .64cw              2.53gp/10

Jungle Item Bonus           CW Value           100s              180s                 300s
Machete -                            .08cw           1gp/10              .56gp/10           .3gp/10
T2 Item -                             .17cw           2gp/10              1.1gp/10           .6gp/10

Poacher's -      .17cw      or 6.6gp/10 if used on CD.

*CW value is each camps value in relation to the average creep wave.
*Jungle Item's Bonus is added to base jungle monster values, and then Poacher's on top of that.
*In example, taking the enemy Red/Blue camp with Poacher's would be worth 98% of the average creep wave in terms of gold.
*Just an interesting note, if you could farm your jungle on respawn with T2 jungle item, you would be making 38.2gp/10 compared to 39.43gp/10 for the average creep wave.

Baron
300g(global) + 25g(kill) = 1,525g
2.54cw                          12.89cw

Using Long Sword and Amplifying Tome for gold value.
40 AD = 1,440g x5 = 7,200g
40 AP = 870g x5 = 4,350g
Total Value of Baron = 13,075g

*Note the values of the AD/AP are respectively more or less effective based on the champion and most do not get the full benefit of both parts of the buff.
*Baron has even greater value because of the strategic bonuses, but they are hard to map in terms of gold.
*Just for fun, Baron is worth up to 110.52 creep waves before the strategic bonuses.

Dragon

Buff #1
Using Long Sword and Amplifying Tome for gold value.
21.60g per 10 AD
13.05g per 10 AP

Values of AD/AP needed in comparison to 1 outer turret.
127 AD = 275g (global + local)
69 AD = 150g (global)
58 AD = 125g (local)

210 AP = 275g (global + local)
115 AP = 150g (global)
96 AP = 125g (local)

Buff #3
Using boots of speed as the baseline for gold value
203.10g at 325 MS or 6.25g per 10 MS

This value will grow champions pick up T1 and T2 boots as well as for champions with a base MS higher than 325.

*Musings on Dragon can be found here www.snowspotsgamedesign.blogspot.com/2014/12/lol-dragon-thoughtstheory-patch-421.html

Examples
Just a few ways to use this information

Looking at Support Gold Potential -
Base + Runes + Masteries + RS(duo) + SE = X
(19) + (2.3 + 3) + (1.5 + 2.1 + 6) + (5.5) + (7) = 46.4gp/10

Compare to Primary Laner -
Base + Creep Wave = X
19 + 39.43 = 58.43

Supports with Runes/Masteries, their duo laner picking up RS, and high use of Bandit/SE can end up generating 79% of the gold that their duo partner will from perfect CS. You could compare this to a support who only has -

Base + Greed + Scavenger + SE = X
19 + 1.5 + 2.1 + 7 = 29.6 or 51% of their duo.

Also looking at Seals/Quints and using Cloth Armor as a base.
1 armor = 20 gold
Armor Seals = 180g
Armor Quints = 260g

Gold Seals would reach the equivalent gold value at 14m33s.
Gold Quints would reach the equivalent gold value at 16m59s.

This information could be particularly useful in lane swap scenarios where the support is in a lot less danger and may be willing to trade out some armor for gold runes.

Quick Reference to team gold comparison.

Say the score is 14 – 10, with 3 – 1 in towers and the CS difference is roughly 50 in favor of the team ahead in kills.

One could attempt to quickly calculate the gold difference. 4 kills at the average of 450g each, 2 turrets at 775g and 50 cs being roughly 7.5 waves at roughly 120g average.

4*450+2*775+7.5*120 = 4,250g

So potentially when dead, a player could calculate a rough estimation of the gold difference between teams. This is essentially more important when there is a less clear understanding at just a glance. Such as when one team is ahead in kills, but behind in CS/Towers.

Another way to use the information would be to decide the relative value of roaming vs staying in lane or how long a jungler wants to wait for a gank. A more detailed understanding of Risk/Reward.

The information would also be useful in determining when/if to turret push and what a team would be willing to give up for that turret, or visa versa.

Saturday, December 13, 2014

[LoL] Dragon Thoughts/Theory - Patch 4.21

I wanted to take a small break from making videos from Worlds, and since I haven't been keeping too up on the pre-season (just playing a few matches), I thought I'd take a look at the new dragon, especially with the change from 4.20 to 4.21 as well as the loss of global gold/exp from season 4. Mostly I'll will be talking about the first buff, especially in relation to lane swaps and turret trading for dragon.

First I want to take a look at the timing of the new dragon buffs, mostly fastest potential speeds.

Dragon Buff Timers

Assuming you move in to take Dragon ASAP and assume respawn + 30s to kill/setup for each time, then you could end up with these timings for Dragon's buffs.

3:00 – 6% AD/AP
9:30 – 15% Building Damage
16:30 – 5% MS
22:30 – 15% Monster/Minion Damage
29:00 – Final Buff, Doubles previous, 150 damage true damage burn over 3s

These are some very generous timings, considering that teams will have to be dealing with contention over Dragon, but these are some good timings to talk about some upper potential of dragon.

Buff #1

Some quick gold values for the 6% AD/AP, using Long Sword and Amplifying Tome for the value of the buff as they are closer to the gain the opposite team would get by taking a turret, as opposed to the higher stat gain per gold value of Needlessly Large Rod and B. F. Sword.

The buff is worth -

21.60g per 10 AD
13.05g per 10 AP

This gives an early dragon take some decent gold values, though not quite as valuable as the season 4 dragon, though the results are immediate (which makes a huge difference). Making a rough estimation, it would not be until the 80-100 AD mark, or the 130-160 AP mark where the gold value of the 6% damage buff will be equivalent to the gold of the first dragon take (depending on what level the dragon is at the first take). However, even though it takes longer to reach that equivalent gold value, very early takes of the new dragon are MORE valuable than the old dragon because of the immediate results. Teams will receive the buff in lane, before their first buy, and though the gold from the previous incarnation of dragon would mean that first buy is delayed, when the first buy happens (particularly on AD focused champions) champions will be getting more gold value out of the dragon buff than the previous season 4 dragon. This effect is a bit muted for tank focused champions though, so teams need to take this into consideration as well.

Overall though, the new dragon buff #1 is going to be of higher value compared to the old dragon alone. The really interesting interaction comes when you consider how this new dragon compares to trading for an early turret.

Values of AD/AP needed to compare to an outer turret global/local gold -

127 AD = 275g (global + local)
58 AD = 125g (local)

210 AP = 275g
96 AP = 125g

For the global gold, values are going to be very similar, particularly in terms of AD, every champion in the game will be getting more value out of the 6% buff than they would be getting out of the turret gold. This becomes a slightly better trade in terms of AP values, however AP champions will also be benefiting from the AD buff (though in very small numbers). So purely in terms of global gold, an early dragon trade is going to be in favor of the dragon. It must be said though, these are small numbers we will be working with in terms of extra AD/AP and gold values.

The real interesting interaction comes when you compare the early dragon to the values of local gold. It takes a lot more AD/AP to compensate for the extra gold that one person can gain from the turret. Just like in season 4, this means that trading a turret for dragon creates a power focus against a power spread. Two things can also increase this power focus, where as nothing will increase the value of dragon in trade.

1 – The team taking the turret trade also gets a kill in the tower dive/take. This would create a much more power focus and give a lot of advantage to the champion(s) that were able to pick up the kill/assist. What this means for the team that decides to take dragon, is that they must also be willing to sacrifice the turret in a trade, and not take the risk of defending it, as it could hugely backfire.

2 - If the champion getting the local gold from the turret is a tank focused champion. Since they will be netting the least value from dragon, they gain more power from the focused gold than they would get from having the dragon buff themselves.

What we see from this is that while dragon has a pretty flat value of gain for a team, trading for a turret can end up with an even larger spike in power for that team, if they are able to get a kill, and/or they are running a tank champion that gets that local gold. These two things, particularly the kill, are a bit of an ideal scenario though, and the champion kill should not be happening if the team taking dragon is playing properly. If it does happen however, then the trade is going to be very high in favor of the kill/turret for dragon.

As with the previous incarnation of dragon, a pure 1 turret for 1 dragon trade ends up with the power focused onto the champion who gets the local turret gold, while slightly greater power is going onto the entire team who kills dragon. This generally ends up as a slight advantage for the team that creates the focus early, because now they have a lane that will have a clear advantage and can focus ganks and pressure onto it, keeping the opposing champion(s) in a weaker position, hopefully causing them to lose gold/exp from CS, creating a greater power divide in that lane. On the opposing hand, the 6% buff across the dragon taking team is going to be small early on, and unlikely to cause a lead in any lane. This is where taking the turret, in terms of gold value, is going to end up being the better trade in most situations

Of course, there is a lot more to the turret vs. dragon trade. Most of it is the same as season 4 dragon. You're gaining map pressure by taking the turret, giving yourself a few more options of movement around the map, as well as better vision control in that area. In lane swaps it also means that from then on you can force the 2v2 in bottom lane (as more often than not its a trade on top turret) or allow the opposing team to move their duo to the top lane, making them vulnerable to ganks and giving your team pressure for the second dragon. Outside of the map pressure, with the power focus in one lane, you can bully that lane until the second dragon, increasing the power difference. This means that when the second dragon spawns, the team who has taken the turret trade is likely to have a solid power spike to take control of that second dragon. (We can see this happening a lot when teams are running Rumble top, getting him ahead and using his mid-game power spike to take the second dragon).

On the side of the team who takes dragon, we do see some more interesting results than from last season. The team still has the potential gold of the extra turret that is up, like before, but now they have a scaling buff that will eventually be way more valuable than the turret, in terms of gold, as well as having grabbed that first dragon buff and are looking to getting the rest of the buffs at a quicker pace. Let's take a look at what this ends up meaning for a few team compositions.

As Mid-Game focused -

An early dragon will allow you to reach that final buff a lot quicker, syncing up with the strong power you are looking for around that 30 to 35 minute mark. This gives the early dragon a lot of value for these teams. The flip side is they will be losing a little bit of mid-game power around the second dragon, especially if your mid-game power focus is in your top lane, though if you are running the mid-game spike on your boat lane, IE. Corki, then you will not be suffering nearly as much from the trade, and the early dragon will be huge for you.

As Siege focused -

You're really going to be getting the biggest benefit from the second buff, so this trade becomes of situation of when you want to start your team siege, and how well you think you will be able to contest for that second or third dragon to get buff #2. The second buff will be a huge boon for you team, and make those 1 or two shots you are able to get onto a turret that much more valuable. If you are looking to start your siege around the 11-15 minute mark, trading and taking the first dragon will be valuable for you, where as if you are planning around the 18-20 minute mark to start sieging, the choice will come down to how well you feel you can fight for dragon's 2 and 3, whether you want to guarantee your first buff in a trade, and look for the opportunity to take either 2 or 3 or you feel your team can turn that power focus into stronger dragon fights than your opponents.

As Late-Game focused -

Taking the dragon trade is going to be valuable to you, primarily in denying the early gain of the later buffs to mid-game focused teams, and making sure that you have that strong first buff that will compliment your late game focus. These are two strong points, and probably one of the best team compositions to be willing to trade a turret for that early dragon and then look to take other objectives will the opposing team picks up dragon's. This will force buff #2 towards the 16+ minute mark (longer if that first dragon is delayed) and delay that deadly buff #5 until the early-late game (at least 35 minutes in) where the Late Game team will be able to start to contest them.

As Tank/Bruiser focused -

The first dragon is going to be a lot less important for these teams, as they will not be building as much AD or AP as other teams, normally opting into early AR/MR/HP items rather than damage focused ones. It will be much more in their favor to look for that early turret in trade, getting better gold focus into that lane and helping to secure future dragon's as well as opening up the map for skirmishes and jungle bullying earlier on.

As Split-Push Focus -

The early dragon vs. turret is going to be a fairly even trade, depending on who gets the local turret gold. On your primary split-pusher, this would give them an earlier opportunity to create that pressure around the map, opening up potential possibilities, against another split-push focused team, this would be the better choice. Against other team compositions, particularly ones that are 5v5 focused, it may be the better idea to take that early dragon as taking dragon's later on will be much harder. This would delay that final buff and give a longer window for the split-push team to work with.

These are just some general advantages that a few team compositions would can gain from the early dragon, as well as some denial they can cause. Specific games will of course have to be individually considered, what kind of team compositions both sides are running, when they hit power spikes, what is going be be there focus, etc and how the team compositions will interact with each other as well as the dragon buffs and the potential timing of them.

We can't also forget, that trading turret for dragon is not the only option, extending the laning phases and running standard lanes is also a choice that teams can make, one that will naturally delay the timing of dragon buffs which will be more beneficial for one team than the other at times. In example, siege compositions that feel they will have an advantage on the early-mid game dragon fights could look to draw out the laning phase, timing dragon 1 and 2 so that the second buff coincides with when they want to start their siege.

All in all, it's a lot more of an interesting interaction on the early dragon in this season than the last one.


Buff #2

This buff is going to be very strong for mid-game and siege focused teams. For these teams, especially against teams that have solid wave clear, it is very important for them to maximize their damage against turrets, allowing them to push the advantage they have faster and creating a larger one through gold lead and map pressure. This buff makes every hit they are able to sneak/weave in during a siege or map rotation that much more valuable. For other team compositions, this ends up more as a stepping stone to to the #3 and #5 buff as they will be less focused on making turrets their primary objective in matches.


Buff #3

This buff is (aside from the final buff) is the 2nd most important buff that dragon offers in most situations. Movement speed is very nice for everyone, offering greater map control, better rotations, greater escape in split-pushes and away from fights, better chase potential, and stronger ability to dodge skillshots and find proper positioning in teamfights. All in all just a very solid buff that is beneficial to everyone and every composition on similar values. While the earlier you get this buff, the better it is for your team, it's strength will shine more around the post 20 minute mark or the mid-game, where map rotations are huge factors in winning the game. This means that in an early turret/dragon trade, this buff is not a huge factor in that value, as the difference between picking this buff up at the 16-18 minute mark or the 22-24 minute mark will not make a huge difference in most cases.

This buff has a base gold value of 203.10g at 325 MS (using boots of speed as the baseline for gold value), the lowest base value of champion MS. This of course grows when champions pick up T1 and T2 boots.


Buff #4

This buff is in a way, useless and a placeholder. It would almost be better, or at least a bit sillier if instead this buff just said “charging up to super saiyan levels.” The big reason this buff is a bit useless, is that at this point in the game, teams should have enough damage for wave clear. 22+ minutes into the game, we should be seeing full first items if not a full 2 items from teams and AP champions with a Death Cap will be able to wave clear very quickly already. Teams getting to this 4th buff early, when the bonus you would get to wave clear would be the most useful, are much more likely to be mid-game focused and on the offensive, they will not be getting nearly as much benefit from this in map rotations, siege, or any offensive moves than a defensive team would gain from this buff.

The one thing that this buff does offer, is greater Baron pressure, giving a large increase in damage against it, so teams looking to take an early Baron in particular, will want to look at reaching this buff early.

One big thing to note, is that this was Buff #2 in Patch 4.20. In the previous patch, this buff was much stronger, being a great pick up for late game teams who want that early wave clear power to survive against mid-game teams. It would also let teams clear the jungle faster, earlier in the game, creating extra potential gold for teams, as well as allowing roaming champions to clear out their waves faster. This buff was a lot stronger in its previous position. The Building damage buff still had value as buff #4 for all the same reasons that it has value now.

This swap really changed dragon's focus onto mid-game teams. The earlier turret damage gaining increased value early on, especially for siege compositions or heavy map rotation teams, while late-game/defensive teams really lose out in this buff swap, not being able to make solid use of the Building Damage while the Minion/Monster Damage is much much less useful later on than it is early.


Buff #5

Well, there's not a whole lot to say about this one. This is just a huge buff, often times a game ender, providing so much in terms of just, everything. Combat stats, map movement, Baron control, base races, siege, diving, everything is amplified and creates a massive advantage for the team that is able to pick it up. The really interaction with this buff between teams is how long you can deny the other team from getting this buff, and that's part of where the early dragon interaction between teams is also extremely important.


TLDR/Recap

Dragon is now a much more interesting objective with a lot of the interaction placed onto the timing of the first dragon and what teams are willing to give up to get it, or willing to take to give it up. Certain team compositions will benefit differently from the timing of the first dragon take, and whether or not they want to use that first dragon to speed themselves towards the rest of the buffs, or as a denial, delaying the rest of the buffs for your opposition. Teams will have to decide where their priorities lay, not just for the first dragon, but for the respawn times and buffs down the line as these have become way more important. No longer is that first dragon simply about a gold trade, but rather potential changes to in game play on a much larger scale.

Unfortunately, the current dragon very heavily focuses mid-game teams, putting another huge timer in the final buff against late-game compositions, providing a huge way for the mid-game teams to close out a game. With the switch of Buff #2/4 this mid-game focus has been made even higher, allowing even small windows to remove turrets from the map that much stronger.



Tuesday, November 11, 2014

Lol World Championship – Notes and Video Analysis

Done in preparation for potential coaching/analyst opportunities on LCS teams through Riot's upcoming program.


Latest Update 1/5/2015
*SSW/TSM and SSB/C9 matches are uploaded
*Working on the rest of the Quarterfinal matches


To Do List -
1. Video Analysis - Holidays got super busy and this fell off the map! But I'm back now.  5 more sections to go.
2. Formatting and Editing 
3. Decide on Highlighted Videos

First Video Analysis Match - Kabum vs. Alliance Game 2
*My favorite match of Worlds

If you would like to see a specific match, series or team done earlier, let me know and I will happy to prioritize it.

NOTE - When looking at notes, the most information will be in the Individual Match-ups, Team Composition, End Game/Item Notes, and What X Team Should Have Done sections.  The section on Game Notes are mostly for me to remember the match and potential talking points in the Videos.


Group Stage

Samsung White – SSW
*Notes*
*Videos*
Team Solo Mid – TSM
*Notes*
*Videos*
Samsung Blue – SSB
*Notes*
*Videos*
Cloud9 – C9
*Notes*
Star Horn Royal Club – SHR
*Notes*
*Videos*
Edward Gaming – EDG
*Notes*
*Videos*
Najin White Shield – NWS
*Notes*
*Videos*
OMG
*Notes*
*Videos*
Quarterfinals

Samsung White vs. Team Solo Mid
*Notes*
Pre-Game
Game 1
Game 2
Game 3
Game 4
Post-Game
*Videos*
Game 1
Game 2
Game 3
Game 4

Samsung Blue vs. Cloud9
*Notes*
Pre-Game
Game 1
Game 2
Game 3
Game 4
Post-Game
*Videos*
Game 1
Game 2
Game 3
Game 4

Star Horn Royal Club vs. Edward Gaming
Coming Soon

OMG vs. Najin White Shield
*Notes*
Pre-Game
Game 1
Game 2
Game 3
Post-Game
*Videos*
Coming Soon


Semifinals

Samsung White vs. Samsung Blue
*Notes*
Pre-Game
Game 1
Game 2
Game 3
Post-Game
*Videos*
Coming Soon

Star Horn Royal Club vs. OMG
Coming Soon

Finals


Samsung White vs. Star Horn Royal Club
*Notes*
Pre-Game
Game 1
Game 2
Game 3
Game 4
Post-Game
*Videos*
Coming Soon





League of Legends Worlds Analysis, Finals - SSW vs. SHR Game #4

Samsung White vs. Star Horn Royal Club Game #4
Reverse Lanes

Bans
Lucian Alistar
Lee Sin Jayce
Maokai Zilean
Picks
1. Rengar 2. Ryze
3. Corki 2. Braum
3. Janna 4. Lulu
5. Kassadin 4. Tristana
5. Orianna 6. Pantheon

Lane Match-ups – Samsung White

Top -
Kassadin is moving into a rough match-up. Lacking range and only having one (sometimes two) spells to fight against Ryze's three, he will be losing any harassment or trade attempts. At 6 things will only be worse as Ryze will gain AoE and spell-vamp where as Kassadin will still be unable to make use of his auto attack spell. Kassadin's best bet is going to be getting what farm he can scrounge up against Ryze and wait for either a Lee Sin gank or his level 6. At level 6 Kassadin may just want to let the lane go and look to roam for ganks.

Mid -
Orianna against Lulu is a very even, farm heavy match-up. Both have good clear speeds, can harass while hitting creeps (though harder for Orianna), and can take on neutral camps for extra CS. Lulu's harass is easier to hit, so Orianna is going to have to be consistent with her ball movements to properly trade. The winner of this lane, is pretty much going to have nothing to do with the lane itself, and the effect they bring to their team in the mid-game and in roaming.

Bot -
Corki/Janna should have a solid time against Tristana/Braum. While their opponents are strong in their own right, Corki can far out-trade Tristana, especially with Janna shield. On top of his Q providing quick burst before a Braum stun can be procced, Gatling Gun will run while stunned, limiting some of the potential of the stun. SSW's duo should be able to bully their opponents and keep them behind for most if not all the laning phase, they just need to watch out for aggressive plays being made when Braum lands a Q. At six, Corki's poke should solidify the lane as a win for them, especially as he will be closing in on his item-spike and Tristana will not.

Jungle -


Lane Match-ups – Star Horn Royal Club

Top -
Ryze should have a pretty decent time against Kassadin, having stronger bully potential and able to keep Kassadin away from using his auto attack buff. As Ryze naturally builds tanky, this only helps to increase his strenght against Kassadin. Ryze should look to bully Kassadin at ever opportunity and keep him away from the creep line as much as possible. With both buying scaling items, Ryze should not even have to worry about his power-dip.

Mid -
Lulu against Orianna is a pretty even lane. Both have good farming, decent roaming, and lack kill potential against each other. The upside for Lulu is that she has an easier time harassing. Lulu can use her shield on Orianna to get down her Q after, or on a ranged creep to give it the extra range to hit Orianna. Lulu can also push, just slightly faster than Orianna and then speed off to roam. Mostly this lane is just going to be a farm fest, with both needing to make plays elsewhere to contribute to the team early on.

Bot -
Tristana/Braum, while strong, will have a bit of a rough time in the 2v2 lane. Corki is able to get out his burst quickly, and will be able to ignore a good deal of the Braum stun reducing his damage because of it, as well as being able to escape if he desires. Tristana/Braum should look to farm as best they can, and look for opportunities to proc Braum's passive without having Tristana jump in, as it will give her a better chance at dodging Corki's Q. At six, SHR's lane will be hard pressed to keep in the fight, as Corki's poke will prove to be strong against them. If they can get the right opportunity, they could potentially win and all-in fight, proccing a Braum stun and then using his ultimate to further CC Corki, followed up by Tristana using her ultimate for the kill. This will be tough to pull off, especially with Janna running interference, but it is not impossible. Outside of this, SHR can choose to farm defensively and take the CS loss that they will incur, though it should not be too huge of a difference.

Jungle -
Pantheon has strong gank opportunities in top and bottom lane. Double stun with Braum or Snare/Stun with Ryze will be very strong against Kassadin and Janna. This time around though, he must be careful at level 6, as all the lanes have some decent escape tools. Orianna can speed down the small lane, Kassadin can ult away, and Janna can prep a Tornado while running. Pantheon will have to make good use of long gank ultimates, heading behind SSW so that their lanes cannot escape.

Team Composition/Strategy – Samsung White

*Win Condition – Get catches with Rengar in any of the lanes or jungle to get kills. Use the big synergy with Rengar/Orianna to start off team-fights and get the engagements. Mid power-spike with Corki/Janna to control objectives, and then scale with Kassadin and Orianna for the win.

Poke, engage, clean-up. I think this is the core of the SSW strategy. They are playing a team that has a strong engage with Rengar/Orianna, able to get of some early poke with Corki and then burst, and they have Kassadin to clean-up fights while being mobile. The composition is a bit awkward, but not without its moments of synergy. Against SHR it is better than their last composition. I feel picks are going to be huge, and using Kassadin to clean up will be essential. SSW should look to use their power at the first two dragons, letting SHR start them and then poke from the outside and waiting for the right moment to go in with Rengar/Orianna. Outside of dragon, avoiding team-fights and relying on Rengar/Kassadin ganks will be SSW's best strategy until they can pull a lead.

Team Composition/Strategy – Star Horn Royal Club

*Win Condition – Run a pseudo front-line again, with Lulu providing the HP necessary for Pantheon or Ryze in the early game. Protect Tristana with the front-line again.

This has a little bit of reminiscence from last match. SHR will have a pretty durable front-line, though this time with 3 members instead of 4. Lulu will have to choose well who to use her ultimate on. Not using it on the front-line will really hamper their lock-down and tank ability, while Tristana may need it when Rengar or Kassadin dive her. Good choices are going to have to be made by SHR in how they use their ultimates and where/when they fight. They need to make sure that they do not let Corki dictate the fights, while also not getting baited into engaging into a bad spot. Hopefully, Pantheon can create a lot of early pressure, especially against Kassadin, and will get them into more tanky roles so that Lulu can focus on saving Tristana.

Game Notes -

Tense start for the junglers. But it does end with SHR getting 2 blue buffs, and SSW getting 2 reds. A very nice recovery by SSW.

The duo's in the top lane do a lot of brawling, both trading blows, but SHR are able to pull out the kill onto Corki in the top, while at the same time Pantheon and Ryze are able to kill Kassadin. SHR take a 2 kill lead, in 2 different lanes.

SSW decide to switch the lanes to a 2v1, but SHR switch as well.

Both Ryze and SHR's duo are bullying their lanes pretty well.

Rengar reaches 6 and now is the time for SSW to make plays and get back in the game.

SHR make a huge mistake. Pantheon gets over zealous with his ultimate and makes the gank, without knowing where Rengar is and it all goes awry. Rengar is able to counter-gank the turret dive and SSW get 3 kills for 1. and SSW get the dragon.

SHR go for another Pantheon gank, get the kill, but once again Rengar is there for the counter-gank and Kassadin teleports in just to secure both kills.

SSW are doing an amazing job of responding and waiting for the Pantheon ultimates.

SSW turn their attention to dragon but Ryze TP's into a bad spot and the fight starts off with SSW jumping on him and SHR are forced into protection mode. SSW clean-up, take the ACE, Dragon, and the mid turret. The TP was really bad, and got SHR split-up. SHR should have just let that dragon go, and taken another objective. SSW can now nail the coffin shut.

Another Pantheon ultimate and another Teleport to counter it.

SSW can now run their mobile skirmish composition, pressuring turrets and forcing rotational mistakes out of SHR until they are able to force their way into SHR's base.

End Game Notes -

SHR try to play the same composition that they played last match, but SSW respond with more engagement, more mobility, and some good power/control with Orianna. A lot more AoE from SSW.

SHR were looking good, but Rengar had Pantheon's number once level 6 came in.

What SHR should have done -

they did well, the composition was good, the best they had done on yet.

The loss came, from Rengar having Pantheon's number. If maybe, SHR had waited on seeing Rengar before Pantheon ultimate, things could have been different, but SHR tried to be proactive, and it just didn't work out, but they tried and tried well. SSW were just really prepared for it.


The second point of loss, was that dragon fight with the bad Teleport and SHR getting split-up. Not only was SHR at a power dip and SSW at a power-spike, SHR had to be together, not in a flank position. They need to be a 5 man team and they weren't, they should have just backed off, or have been ready for the fight sooner.

League of Legends Worlds Analysis, Finals - SSW vs. SHR Game #3

Star Horn Royal Club vs. Samsung White Game #3
Standard Lanes

Bans
Alistar Rengar
Jayce Lee Sin
Zilean Lucian

Picks
1. Maokai 2. Twitch
3. Braum 2. Thresh
3. Ryze 4. Fizz
5. Tristana 4. Jarvan
5. Rammus 6. Singed

Lane Match-ups – Star Horn Royal Club

Top -
Maokai cannot really do anything to stop Singed in this lane. Singed is just too tanky for Maokai to threaten and is able to wave clear fast while ignoring him. Maokai is going to have to look to do the same, go heavy into pushing the lane and be prepared to take creep damage. Good regen for both mana and hp will be important. Would love to see Maokai pick up a flask for the start, or on an early back, and to level up his Q first. Otherwise normal build will be fine if TSM expect Singed to run around the map.

Mid -
Ryze is strong against Fizz, especially if he decides to pick up and early Negatron Cloak. With Ryze's snare, he can guarantee that his full combo lands and Fizz is unable to pole hop away from a Q or an E. Ryze should be looking to harass Fizz at every opportunity, running in to snare/Q and then backing away before Fizz can retaliate. Things will become more dicey for Ryze at level 6, as Fizz will be able to throw his fish when Ryze snares to ensure that he can follow-up when the snare wears off. Ryze may want to consider Flashing away from the fish and then going for an all-in on Fizz. I would suggest Tear → Negatron Cloak or requesting a gank from Rammus to get ahead in lane.

Bot -
Tristana/Braum is a decently strong lane in this match-up. Braum puts a lot of threat out with his passive which Tristana can almost guarantee to proc, using her jump to stay in range, if SHR's duo decide to go for an all-in. Braum is also able to keep up with Tristana if she jumps, and provide the wall she needs to keep Thresh from locking her down. While they may not be able to fully bully the lane, they have the option for these strong trades when/if Braum lands his Q onto Twitch. At level 6, Braum will be able to negate Twitch's ultimate, while Tristana can also simply blow him away. As long as they avoid the Thresh hook at this time, they should be safe, and able to capitalize well on any opportunities.

Jungle -
Rammus has a strong early-game, provide good CC and strong gank abilities. In this match-up though, his real strenght is going to be in the team-fights, which is normally rare to say about Rammus. Before then, he will be best suited to look for ganks on the bot lane against Twitch/Thresh, especially if Braum is able to block Thresh's hook and get his Q slow down. Mid lane will also provide solid gank opportunity, with Ryze able to easily set Rammus up with a snare onto Fizz.

Lane Match-ups – Samsung White

Top -
Singed can pretty much ignore Maokai in this match-up, which means the lane is really whatever he wants to make it. Singed can clear the wave, pushing it against Maokai and then run off, or Singed can even proxy, putting more pressure onto TSM's top lane. The power of Singed, especially against an opponent who cannot control or harass him, is his ability to quickly wave clear and then disappear and I expect to see SSW utilize this.

Mid -
Fizz is going to have a rough time, especially before level 6. Ryze can keep him at bay with snares and then retreat with free damage. Fizz will have to choose between playing defensively or preemptively pole hopping towards Ryze when he comes in for harassment, allowing Fizz to be close enough to follow-up after the snare. At 6, Fizz can use his fish from snare to ensure the ability to engage Ryze after the snare. With enough tricks, Fizz can outplay Ryze, but it is going to be very difficult.

Bot -
Thresh/Twitch are running into a bit of a rough match-up. Once they can win, but it will be an uphill battle for them. Braum provides a lot of strenght against both Thresh and Twitch, while Twitch having no escape naturally makes him vulnerable to strong trades/all-ins with Tristana making use of Braum's passive. In the lane, Twitch should look to get any damage he can get freely onto Braum while letting Tristana be, as he can't really bully her. Getting Braum to burn his sustain, and then getting him hurt will severely hamper the all-in potential of SHR's duo. Thresh can look to hit hooks or flays, but SSW's duo should avoid the all-in until they are sufficiently ahead. At 6, a solid hook onto Tristana can lead to an all-in kill, but Thresh will have to stop Tristana's jump with his Flay for it to be successful.

Jungle -
Jarvan is somewhat lacking in any solid gank opportunity. Unfortunate as he is a strong early gank jungler. One of his best opportunities will be found against Ryze, as there is no escape in his inventory. Unfortunately Fizz cannot help set up the gank until level 6. Jarvan might be best utilized invading Rammus' jungle, particularly on Singed's side as he will be able to support quicker than Maokai can. At 6, he should focus on middle, helping Fizz reach his strong points while keeping Ryze down.

Team Composition/Strategy – Star Horn Royal Club

*Win Condition – Bulldozer wall moving forward as Tristana shoots from afar.

This composition tickles my fancy. I like it a lot. SHR get Maokai and Ryze, something that game up huge for them in the semi-finals. On top of that, they have Rammus, another strong wall with AoE and peel, and who is a curve-ball pick. Ryze will get beefy as well. SHR just need to get to the late-mid game portion, once both Rod of Ages are stacked up and Tristana is at two items and they can pretty much, roll, over SSW's team. There is a lot of peel, and a lot of lock-down on SHR's team for Tristana, and if SSW tunnel vision Tristana, then all the incidental AoE damage from SHR will add up. This composition, as long as they don't get behind and don't get picked off by Twitch/Fizz in rotations, should be able to just, brute force and bulldoze their way through SSW's team.

Team Composition/Strategy – Samsung White

*Win Condition – Outplay SHR.

That's all there really is too it. There are several potentials for picks with Fizz and Twitch and Jarvan and Thresh, and they should look to get them. However, there is no real synergy in team-fight situations and it will be up to individual skill to win any 5v5 fight. If I wanted to win as SSW with this composition, into SHR's, I would fast push a lane in 2v1, open the map, and then brute force down another turret in an unexpected way. This would force open SHR's jungle, allowing SSW to find the picks they need. If they can't do this, then well, they are going to have face a bulldozer.

Game Notes -

A great gank by Rammus, and a great escape by Fizz. Also a great retreat by SHR when the ward spots out Jarvan. That ward by Rammus is huge in letting SHR know to retreat.

A great hook by Thresh, threading through creeps, gives SSW the needed damage to stop SHR's bullying.

Braum shows off what being a man is about.

Twitch roams middle, instead of heading to bottom, and is able to gank mid for the First Blood, but only barely.

SSW try to dive Ryze, but they miss Fizz's ultimate and it comes back to bite them big when Rammus counter-ganks. Singed runs to the fight while Maokai TP's. Jarvan locks himself and Fizz in with Ryze, Rammus, and Maokai. SHR come out with a 2 for 1, almost a 3 for 1 and then almost a 4 for 1. With the HP and man advantage, SHR take dragon.

Singed is out attacking a pink when blue buff is spawning for SHR. SHR ditch the blue and pincer Singed. Maokai throws his sapling to cut off the one avenue of retreat and Singed has no where to go and falls down.

First turret to SHR's duo lane, bringing the gold lead to 3.4k

A beautiful flash by Ryze, ends with a trade kill in the middle.

A gank top goes awry as SSW are there with Jarvan and Singed TP's in. SHR are able to stick around after to take the top turret, while the bottom turret gets taken by SSW.

SHR's Rod of Ages are about half full for both Ryze and Maokai, they are ahead and getting tot he point of bulldozer.

SSW go for dragon, get it, but SHR go in for the fight. Jarvan locks down Maokai, but this positioning is what loses SSW the fight. He locks himself in range of Tristana and is stuck separated from his team, giving her a free kill. The Cataclysm does keep the AoE protection from Maokai away from the rest of the team though. SHR goes 3 for 1, but over chase and split, letting it turn into a 4 for 3.

SSW are starting to run out of time and have made very few plays this game. It's looking good for SHR as their team scales even more into a bulldozer with Tristana riding it.

Beautiful out play by Ryze against Fizz.

SWW need to run the split-push, but its hard with Ryze beating Fizz and Maokai beating Singed now. The options for SSW are almost out. They have to catch SHR in a mistake.

Twitch 1v1's Ryze, scaring Ryze by making him think he had backup, Ryze doesn't even fight back. The mind games. I guess that is an option, crazy Twitch picks.

SSW start to set up some baron vision/control trying to draw out a fight and mistakes from SHR. And.... Fizz blows his caviar onto the support Braum. SSW dives in to save Fizz when the fight turns onto him, and SHR's massive front line just says, thank you very much, lets fight. Tristana goes and hangs out on the outside, chasing Fizz and making a nice circle hopping around the fight. SHR get 4 for 0 and then take Baron. Whoops Fizz. SSW even knew that all of SSW was around. Just a bad choice.

SHR are now in the position to win and SSW can't do anything to stop it.

SHR take mid and bottom inhibitor and then start to push in to top. SHR get a little too close without Tristana near, and SSW lock them up under the turret. Fizz is able to go straight for Tristana, pushing her back out again as SHR just, tank under the turret. With the help of the turret, and without Tristana being able to fight, as her front-line is all distracted, SSW are able to go 4 for 1. SHR just got slightly too close, and just slightly away from Tristana. That was an oops. But the game is still in hand for SHR, they just need to make sure to stop Fizz with their tank wall.

SHR head back to SSW's base and take both inhibitors again. SSW make a fight, but this time SHR are able to lock down Fizz, and there is just too much tankiness for SSW to deal with while Tristana fires away.

End Game Notes -

I love this version of the protect the ADC composition. I'm going to call it Protect the Quarterback, the permutation of this composition. Instead of using a lot of shields and buffs to give your ADC safety, you instead create this massive front-line that just holds the other team back and allows the ADC to free-fire from behind. Such a NA football team.

This game was just, a strong showing for SHR. They pulled out a super solid composition and played it really well into the composition that SSW chose.

What Samsung White should have done -

Woo! Second time I get to say this.

SSW chose a composition to show off, have a little fun. Rumble would have been such a great pick into SHR's composition, but Looper wanted to play Singed. SSW thought they could win this off individual skill and team play, even though they were play a losing composition into some losing lanes as well. But hey, that's what you get when you let your guard down just a little bit.

In the game, SSW didn't make enough plays, they should have hard pushed a lane in a 2v1 at the start, opening up the map, and then taking another turret somewhere else as well. This would have let deeper wards and more opportunities for picks in the jungle and in rotations with Twitch/Fizz.


SSW kinda of just let this game go, though they did try in game, they could have done more in the early early stages to secure them a much stronger chance.