This week’s article is going to be a bit different as we had
a much different week in the LCS as a whole. This week there was no team that
was, arguably, over-the-top with their wins, and there was not a ton of
non-meta picks for us to go over. However, what was new was a smiling bald man carrying an invincible door, and two
games that ended in epic fashion base-race style. Fnatic v. Alliance and EG v.
LMQ end quite abruptly as the players attempted to out-race each other to the
end, and Braum made his appearance and was able to “Strike like ram” against
his opponents.
Fnatic and Alliance has become one of the hottest games of
the summer. With Alliance screaming to the front of the EU pack with their
massive string of wins and Fnatic, arguably, falling off their block after
All-Stars; Alliance v. Fnatic has been one of the premier matches that fans are
champing-at-the-bit for. The third match of day 2 for the EU LCS, this seemed
like it was going to be a standard affair with 52% of the votes going to
Alliance despite Fnatic's heavy fan-base and Alliance coming off an upset in
day 1 to Gambit. The lineups could not have been more innocuous as we saw the team’s
leaders: Froggen and Xpeke, going away from their regular picks (Anivia and
Ziggs respectively) and just playing the more conventional LeBlanc v. Twisted
Fate (again, respectively). The picks came through with notable changes of
Yellowstar on Braum and Wickd trying a new pick on Kayle for the top lane. The
casters were calling for this to be a bloody game with both teams going for
pick-comps but they were only partially correct. The game started with Fnatic on-a-roll
giving first (and second) blood to their All-Star ADC in Rekkles who came off a
10-0 win the previous day, landing a comfort pick on Twitch. This allowed
Fnatic to greatly utilize their “cc-machine that is Braum” into the early-mid
game granting Fnatic a 5-1 edge at 13 minutes and propelling them into whole map
control taking the first two turrets and opening map to allow Rekkles to roam.
This Fnatic aggression would continue, unchecked, for about 6 more minutes as
Fnatic was allowed to freely rotate and kept Alliance on the back-foot. Fnatic
seemed to have the game completely under their control until 22 minutes when Alliance
were able to finagle their way into position to secure a dragon and then get a
pick on Yellowstar’s Braum. In Fnatic seemed to casually shake this off and
moved to continue the pressure on the bottom lane. However, Alliance immediately
counter-calls to push the middle lane, which is where the Fnatic troubles start.
At 22:20 we see that Alliance move into Fnatic’s jungle
looking for another engage while Tabzz secures the already-damaged tier 1
turret. Fnatic, in similar fashion, take Alliances bottom tier-1 turret. However,
Fnatic split sending Rekkles Twitch and Xpeke’s Twisted Fate to continue
pushing the bottom lane, and split from Soaz’ Shyvana and Cyanide’s Evelynn who
fall back to defend. Alliance, now not seeing any re-engage in the jungle,
decide to attempt to secure a sneaky tier-2 turret from Fnatic. However, we see
that Froggen is left in the jungle by his team as a mobile-ward so that Alliance
are able to see who is coming to defend and how long they have before they can
back off. By 22:30 Alliance realize that only 2 the defenders were sent by
Fnatic and keep pushing the lane. Further, due to their ample damage and the
afore-mentioned interference, provided by Froggen, they manage to out-rotate
the Fnatic defense and secure the tier-2 turret 15 seconds later with no
opposition. Alliance are now able to take the offensive forcing Rekkles and
Xpeke to respond by pushing into the middle inhibitor turret and engaging the
defending trio of Soaz, Cynide, and Yellowstar (respawned). However, a well-placed
flay by Nyph’s Thresh and a follow up chain by Froggen’s LeBlanc secures another kill of Yellowstar under the
mid-lane inhibitor turret and allow Alliance to secure no only the tier-3 turret
but also the associated inhibitor before Rekkles and Xpeke are able respond.
However, under further inspection, Alliance realize that Xpeke’s Twisted Fate
is no longer pushing with Rekkles’ Twitch and that he must be either: still
teleporting back to base or using Destiny somewhere away from the team
(rendering him useless). Despite the
fact that Xpeke Destiny’s back to the top lane, Alliance is able
to continue their push as Froggen is then able to find a pick onto Soaz’
Shyvana which opens the door for Alliance to start pushing the Fnatic Nexus
turrets. By 23:22, Alliance had secured both the nexus turrets and Cynide is
the only live Fnatic member to stand around and watch, helplessly, as 5
Alliance members start to wail away on his nexus. From here, basically Alliance
just need to get enough auto-attacks off before Fnatic can respond and they do
(BARELY) as the entire Alliance team
seemed to die right as the nexus went down, ending the game in 23:27. It should
be noted that Wickd made the best decision possible while sieging the nexus
giving his Kayle’s intervention to Shook’s Elise while he wailed away with
increased attack speed in Spider Form thanks to Skittering Frenzy. Had this not
happened, it is likely Alliance all die with the Nexus at less than 5% health.
While during the post-game Froggen seemed extremely unhappy
with the result, a win is still a win. This put Alliance 1-1 for the week and
allowed Alliance to keep their hold over the first-place position in the EU. In
NA, we saw another base race, this one, with a little less drama, but overall
still an exciting ending.
EG v. LMQ also started in a very standard fashion with EG
taking a comp of: Jax, Lee Sin, Ziggs, Lucian and Morgana, and LMQ taking:
Shyvana, Elise, Nidalee, Caitlyn and Braum. EG was sporting a new jungler in
Helios who replaced Snoopeh and questions were flying about if EG was going to
have the same level of shot-calling with the new replacement. 14:30 into the
game with the score 4-2, EG seemed to have squashed these questions up in kills
and securing the first turret with relative ease. Helios made a shining
addition to the EG squad providing constant map pressure and getting Innox
going early on Jax getting him a 2 to 1 kill advantage over Ackerman’s Shyvana.
However, by 18 minutes LMQ seemed to have slowed the game down and EG were less
able to find picks or pressure after clearing the remaining tier-1 turrets.
Despite EG creating some great contests at the LMQ blue-buff, they were only
able to get 2 more kills by 19:30, before LMQ went into super-turtle mode. LMQ
basically decided to farm the best they could as 5 and slowly give up their
tier-2 turrets, contesting for dragon when they could, but ultimately giving up
all map presence to keep EG at bay. They used this to keep the kills 6-2 and
the gold difference between 3 and 6 thousand for nearly 22 minutes. Caster Jatt
was even asking if he could get statistics on what is the longest time anyone
has ever played a game with no kills, deaths, or assists as Vasilli breached
400 CS with a game score of 0/0/0. The real trouble started when EG started
attempting to force the Baron, prompting LMQ to respond and attempt to continue
their turtle covering both their base and the Baron.
EG setup two fairly decent Baron attempts: the first of which resulted in EG getting
out-positioned and forced off the baron resulting in little change to the flow
of the game. Innox was afforded a little bit of time to secure the top-inhibitor
turret but, being 43 minutes into the game, LMQ did not seem at all worried. The
second attempt comes a minute later as EG attempt to engage LMQ in their jungle
4v4 only to get pushed off of the worm again,
only this time, LMQ turn and start killing Baron. As EG recall to their base Pobelter’s
Ziggs loops back around, only to discover a now retreating LMQ team, each
sporting their newly acquired Baron buff. EG are then forced to give up all
their hard-earned map control and recall to base as they apparently severely miss-predicted the call by LMQ
as they killed the Baron at “extreme speed” (thanks again Jatt). However, immediately
after their victory LMQ re-group, and waste no time pushing down the middle
lane securing the tier 2 turret with no EG opposition. LMQ then realize that Innox’s
Jax, not with the group, is split-pushing the top tower and seemingly try to
end the game. This prompts Mor’s Braum to go all-in under the EG middle lane
inhibitor turret and secure a kill onto Pobelter’s Ziggs which completely shuts
down EG’s wave clear and allows Vasilli’s Caitlyn to zone the rest of EG out
while his team takes the middle inhibitor. Knowing they are still up 4 members
to 3 and not seeing Innox teleporting back, LMQ call to end the game and hop on
the nexus turrets. The combination of XiaoWeiXiao’s Nidalle and Vasilli’s
Caitlyn is way more damage than EG expected and they blow through the nexus
turrets in a matter of seconds. When Innox, finally, attempts to teleport back
in to stop the push, it is too late and his teleport fizzles as the nexus
turret he teleported to dies and cancels his action. From there, LMQ had no
opposition to finish off the nexus as Innox continues staring at a full-health
nexus turret he was unable to secure.
Keep in mind that LMQ secured the Baron at 44:59 and were
able to end the game by 46:58, only two minutes later. The EG players were then
shown on camera, heads-in-hands, wondering…what happened? Jatt and
RivingtonThe3rd seemed to have the, rather obvious, answer: EG simply decided
to not try to end the game earlier. The amount of damage LMQ were able to pump
out was severely underestimated by EG and despite being given multiple windows
to end the game earlier, the single mistake by EG allowed LMQ to completely swing
the game. Teams need to remember that at the highest-levels of play, sometimes
your team comp gets weaker with time and windows of time where you are able to
close-out the game get smaller and smaller. So, what’s the deal? Why have we
not seen base-races much lately at all? How come we all of the sudden have two
of them in one week?
Well, it is (really) no coincidence that we’ve seen a few
base-races happen as the game has shifted towards strategies heavily based on
rotations and map movements. There have been a number of games this season that
have had low kill counts and one team wins simply on the back of their
positioning and ability to pressure objectives better than their opponent. We
saw this in my week 2 article where Alliance played beautifully against Millennium
and took them to one of the cleanest defeats of the entire season in any
region. This new-found ability to pressure the map and win games without having
to fight the opponent essentially opened the door for these kinds of games to
happen. Whereas in season 3, teams would normally end the game with a team
fight, season 4 has shown us some of these other ways to close a game, one of
which can be (simply) capitalizing off your opponent being severely out of position. After this, it is simply waiting for one
player to commit to a push and then an entire team responding with a stronger
push. One would think that teams at the pro level would have a plan in place
for this, however, when the lights are on and you have 100,000+ nerds watching-even
the pros can feel the pressure and drop the communication ball. Teams have to
be on the same page the entire time, and they need to be able to communicate effectively
at all times, often relying on a single shot-caller to make the final decision.
It may also be no coincidence that this happened to two teams that have received
multiple losses this season due to their lack of communication and weak shot
calling: Fnatic and EG. Both of these teams, admittedly, need to work on their
mid to end game shot calling and are struggling to close out games. Each of
them has said in interviews that they are struggling to adapt to the new way of
playing and often times seem to “clam up” and no one makes the decision.
However, one of the stranger things about both these games is that both of
these losses came with the newly-added Heart of the Frejlord: Braum on the losing
team. Which begs the question: Why was everyone so worried about Braum?
The newest member of Summoner’s Rift and the latest addition
to the support pool, Braum was new to LCS this week dishing out
ram-like-strikes and warm smiles alike (yes that rhymes…ugh). While many people
believed that Braum was going to be banned for every game, due to his
superiority in solo-queue, this was not quite the case as of the 16 games that
were played this week, 8 of them included Braum. In most of these games, he was
selected in the 1st or 2nd round of picks and seemed to
be quite contested getting banned in 7 of the remaining 8 games. So, as we
watched, we began to wonder: what was all the hype? Why did it seem that Braum
is so feared in solo-queue but then seemed to be half-and-half for LCS? Well,
part of this was that teams realized that after his nerf he actually wasn’t so overpowered
anymore. He no longer had the early-burst in his autos and Winter’s Bite he had
before and instead just provided more defensive stats for his marksman partner
(less aggression). Further, in his 8 games for the week, Braum put up a very
mediocre record of 5-3. Teams realized that if not allowed to make plays early,
Braum contributes very little into the late game. Despite his superior
team-fight and his ridiculously useful passive, he does not provide the utility
that a support such as Thresh does in his ability to escape, position, and
initiate picks. While it is arguable that Braum has the same ability to create
a pick as Thresh, the slight pull and instant stun that are provided by Death
Sentence, in some cases, gives pro players that small window they need to focus
a target and tip the fight in their favor. Essentially, In a game of inches,
Thresh has an instant stun where Braum does not. Many times, fights are not
able to be started immediately by Braum since the target requires follow-up to
start the fight (proc the stun). Thresh immediately locks-down one of the
opponents and then is able to better zone his target away from their team by using
his second use of Death Sentence (the pull) and combine this with Flay and The
Box. In fact, all three of Braum's losses this week came at the hands of
Thresh. We can further see this in his average KDA of his wins and losses as
Braum was .3-3.3-3.5 in his losses and .6-2.4-10 in his wins. This shows us
that the faster Braum gets going the stronger he is throughout the game. However,
if you are able to shut him down early, his effectiveness is almost cut in
half. While these numbers are a little deflated due to one of these losses
being the short-split-push game (Fnatic v. Alliance, mentioned earlier), we
were still able to see how Yellowstar was unable to provide his team the
affordances that Nymph’s Thresh did as a single hook nearly won Alliance the
game. Does this mean that Braum is not a strong support? No not at all, he will
continue to be a contested pick due to his kit, especially the part where he
can swing single-skirmishes in his teams favor due to the damage reduction of Stand
Behind Me and Unbreakable. We even saw, during interviews, many teams were
commenting on the massive amount of crowd control he provides and how that
gives any team comp superior team fight just on its own merits. However, it
will be interesting to see if the addition of Braum brings back some non-meta
counter picks such as Sona and Karma that can take advantage of his melee and
prevent him from getting going early through sustain and lockdown.
So while the ‘stache made his presence known and rotations
were improved, we still are able to see how much season 4 has changed the game.
This week included not only improved displays of rotations, but rotations strong
enough to catch teams so far off guard that the game can be ended before their
opponents can respond. While two end-game-base-races is no coincidence, it does
show how much the game has changed and is a warning for teams to adapt or
suffer more losses. Going into the next week, one would think we will continue
to see split pushes and moustaches, perhaps, with a bit more planning and some exercises
in caution.
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