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Tuesday, March 10, 2015

Learning From Failure: Team 8's Repeated Baron Throws

Team 8 struggled all game long with vision control and wave management in their first meeting with Team Impulse (TIP). Despite their early problems Team 8 never had reason to worry, their comp was sledge hammer to the face simplistic and at 28 minutes sledge hammer and face met in a perfect storm of press R to win. By layering Malphite, Orianna, Jarvan, and Graves ultimates together Team 8 won a fight 4 for 2 in an instant. The remaining 3 members of Team 8 were more than enough to clean up the bottom inhibitor of TIP after the fight, and while it did cost them an additional 4 deaths being chased after securing the inhibitor Team 8 had still in all but the most literal interpretations won the game. Because of the simplistic power of Team 8's 5v5 team comp, the fact they'd taken the bottom inhibitor, and TIP's inability to reply with an objective of their own, Team 8 needed was well positioned to wrap up this game.

The Problem

To their credit Team 8 shows they understand the basics of the situation, bot inhibitor dead plus superior 5v5 team comp means TIP will have to give up Baron to Team 8. To top it off Team 8 catches TIP's jungler Rush a little too close to the Baron pit and kill him, taking TIP's chance of a smite steal off the board. At this point Team 8 thinks Baron is theirs for free and they try to rush it down.
In their haste Team 8 has failed to account for a couple of important factors. First, Malphite ultimate, their biggest initiation tool, was just expended to secure the kill on Rush. Second, Impact on Gnar was clearing the minion waves in bottom lane before Rush died so Team 8's super minions are not yet in position to force a Baron or Nexus decision from TIP. Finally, Impact left the bottom lane as soon as Rush died, signalling TIP intends to contest during their small window before the super minions begin hammering away at their nexus turrets. 
Team 8 rush to attempt baron, lose 2 people, a tower, and then lose an additional baron buffed member trying to chase stragglers. While it's not the worst result ever it still means Team 8 can not safely split up to get all 3 waves pushing with baron buff, nor do they have an impenetrable back line while Janna is dead. Instead of having an insurmountable advantage and the ability to wrap up the game in the next few minutes, they are relatively easy to deal with, a fact TIP exploits to keep the game alive. 

Fast forward to 38 minutes into the game, Baron has worn off and respawned with Team 8 getting very little for it. Luckily bot inhibitor has been destroyed again, 1 of TIP's nexus turrets is gone, and Impact on Gnar has just recently used his teleport. We are again looking at an unrecoverable situation for TIP, they can't take a straight up 4v5, they can't leave the super minions alone in their base for long, and Impact has just walked away from bottom lane for TIP's last ditch attempt to save the game.
This time instead of starting Baron it's an even simpler mistake. Calitrlolz is up aggressively clearing an unimportant ward in TIP's top side jungle with limited vision and his teammates too far away to back him up. TIP pick off the Malphite and cascade into the rest of Team 8 before they can react. Slooshi whiffs a shockwave intended to halt the engage, Gnar gets a great stun on 3 remaining T8 members, and TIP races down mid to win the game. 


The Solution

Patience. In both cases this game Team 8 has an inhibitor down and super minions pushing on the bottom side, meaning for both of these baron attempts there is a very limited window where TIP can contest without losing their base and the game. Both times Team 8 starts baron with the super minions still outside of TIP's base and Impact having obviously left the lane to join the baron fight.
Team 8 simply needs a bit of patience in both cases. Stay together, keep up the baron dance, but don't start the baron. This would let the super minions push into TIP's base again and force impact to return to deal with them. Without the tanky front line of Gnar there's nothing to lock Team 8 in the baron pit when they do it and no way for TIP to contest without disastrous results.
Patience can be a hard thing for new teams to learn, especially as it's often reinforced that they should capitalize on a mistake the instant they recognize it. Once the lesson is learned though, patience is an invaluable tool that will sometimes mean the difference between a horrible throw and a well controlled finish to a game.