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Friday, September 18, 2015

Why everyone is playing mid Ezreal wrong

It's been a while since I wrote anything here, what with being busy coaching a team and all, but what better subject to resume with than one I've ranted about on twitter quite frequently, mid Ezreal. The execution of mid Ezreal comes down to the usage of the ultimate and how well the player understands the sheer versatility contained in that one spell. Unfortunately most players don't understand the tool in their hands, whether you're watching Bjergsen, Coco, Pawn, or any other pro, their understanding of Ezreal's ultimate is incomplete, except for Faker. The brilliance in Faker's play is in knowing not just the varied possible uses of Ezreal ultimate, but also in knowing when to use it selflessly vs selfishly.

To really illustrate the differences I searched all over for someone to compare against Faker's Ezreal and found that pretty much everyone is equally terrible, so I picked Bjergsen because I could. I'm going to use this game against Team 8 but you could easily do this with any other Bjergsen Ezreal game. In this game Bjergsen fires 22 ults, averaging about 1:20 between each one. On top of the frequency of his ults, the other really important thing to look at is where and for what Bjergsen fires the ult. Watching this game you can easily see his use is predominantly mid and many of his ults are simply to push the wave.

Here's what Bjergsen's first 8 ults, those before he loses his turret, looks like:
Rough illustration of Bjergsen's first 8 ultimate paths
As you can see 7 of his 8 ultimates fire down his own lane. Of those 7, only 2 were for anything other than to push the wave and both were defensive moves to try and make T8 back away from his turret.

Now for comparison, we'll look at a game of Faker's mid Ezreal. For the comparison we're going to use this game against KT. In it Faker ults 20 times averaging 1:09 between them.
Rough illustration of Faker's first 8 ultimate paths
To make it an even comparison we're tracking the first 8 ultimates. Unlike Bjergsen only 3 of Faker's first 8 ultimates rattle down the mid lane and only 1 was used to shove the wave. The other 2 own lane ultimates helped Faker pick up kills. Of the other 5 ultimates 1 was used selfishly in Faker's standard attempt to steal the enemy 2nd blue, the rest were fired bot to chunk the enemy duo and help put pressure on them to allow Bang to keep even in farm in a somewhat disadvantageous match up.

After this point the two player's ultimate usage starts to look quite similar if you're not looking too closely. Both mix pushing their own lane with using the ult for fights or objective takes, but even here Faker's use of Ezreal's Ult is a step above. Specifically in the way he pushes the lane with the ultimate, Faker uses it as efficiently as possible. Where Bjergsen will fire the ult just to gobble up a few extra CS as he backs regardless if his teammates are in the area to soak the wave, Faker will clear the wave with his ultimate while farming wolves or raptors, and he is perfectly willing to leave the farm to a teammate that needs it and happens to be in the lane freeing up the ult to check a buff or chunk a side lane instead.

So it sounds like Bjergsen just needs to use his ult a little more selflessly in the early game, and be willing to give up farm to people who can cover his lane (a problem he has on every champion) and he'll be as good as Faker right? Well... this is the part where I admit I've been a devious little sneak. You see, while that Bjergsen game is pretty typical of everyone I've watched on Ezreal, and I watched dozens of players before getting bored of more of the same, the Faker game was the one closest to other people's Ezreal play I could find. I rigged it in favor Bjergsen and other mid Ezreal players.

This game vs Sbenu is what typical Faker Ezreal actually looks like.
When Faker's ahead his ults get everywhere!
He pushes his own wave once, not once in the first 8 ults, once all game. That is his first ult and it's because he's being shoved in and needs to reduce the pressure, after that he never again ults simply to push the wave despite firing another 14 ults this game. What's the big difference here? Faker does not lose his tower. With his outer turret still alive and his team the one with the pressure advantage Faker never needs to relieve pressure on his lane with a quick ult to clear it. Unlike other players, when Faker isn't forced to use his ult to relieve pressure in his own lane, he simply stops considering that a valuable use of the Ezreal ultimate. It doesn't mean Faker ults less though, he still averages an ult every 1:16 this game. Faker simply transfers the ults that other players use to shove the wave into firing to other lanes to chunk enemies or help out in a fight while he's split pushing. Very rarely he'll push a wave with the ult at all and it's always an empty lane to keep minion waves pressuring the enemy while SKT pushes elsewhere.

Most players consider Ezreal's ultimate simply another of their spells meant to help get themselves ahead, but Faker has realized that using a global ranged, vision granting, nuke to farm is a terrific waste. With Ezreal ult you can pressure bot without having to roam, you can force an enemy to surrender farm for fear of a tower dive without leaving your lane, you can let your team 4-1 with the pressure of a 1-3-1, and more. While many players touch on some or all aspects of what it can do occasionally, everyone inevitably wastes ult after ult pushing their own lane, trying to get themselves further ahead, trying to put the game on their back.

Faker isn't playing to get himself ahead, he's playing for SKT to win the game. This is the real key to what sets Faker apart from other Ezreal players. Because Faker is playing for his team to win, not himself, and he has a full grasp of the versatility of the Ezreal ultimate he uses the spell to maintain or increase SKT's ability to pressure the enemy team at all times. As seen in the game against KT, Faker's play to maintain pressure means that when he is pressed in and has lost his turret he is willing to ult the wave to keep the lane stable instead of pushing against SKT. This use makes perfect sense, by keeping the lane from progressing forward into SKT's side of the map he hinders the enemy's ability to press their vision forward, stops roams from mid to other lanes, and prevents the enemy using the lane as a counter-pressure point, all while gobbling up CS to steadily close the pressure gap. However,  as seen in the Sbenu game, when Faker is ahead and able to play forward and farm without needing the ultimate he, unlike every other mid Ez player on the planet, finds any other way he can see to pressure the map. Whether it's ulting an empty lane so it pushes in SKT's favor, adding damage to a fight while he split pushes on the opposite side of the map, or trying to snipe the enemy mid's blue buff, when ahead Faker looks for ways to increase SKT's pressure on the map more effectively than getting 6 more CS slightly faster than he otherwise would. And that is why everyone, except Faker, is playing mid Ezreal Wrong.

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. 

Wednesday, January 14, 2015

The Ins and Outs of Contesting Dragon

It's been a little while since I've had the time to make a post so I figured I'd go all out on one. In this I'm going to break down the surprisingly large list of factors involved in a dragon contest, from the basics of vision and numbers advantage, to the more advanced mid lane advantage and wave management. While this post did get a little larger than I'd originally planned I really wanted to make sure i got all the moving parts of a dragon contest packed into here because I so often see some overlooked to disastrous consequence.

The Basics

Dude Potential:

A term blatantly stolen from Phreak, Dude Potential is the absolute basics of contesting a dragon and the first thing most people learn about taking dragon. Dragon hurts, and eats up some of your cool downs trying to rush it, so when you contest a dragon you want to balance out that power loss by being able to bring more people to the fight than the other team can. Advantageous dude potential is gained one of three ways. 
The most basic is to force an opponent to back or even kill them. So long as the opponent you forced away does not have Teleport you have the better dude potential by creating a 5v4 at the dragon. 
The second way in the current meta is to force a situation where the enemy top laner uses his teleport without your top laner doing the same. Once done you avoid fighting long enough for the enemy top to retreat back to his lane to deal with your top's push and then start dragon, again having a 5v4 dude potential advantage. 
Finally you can let the enemy create the dude potential for you when they roam to kill a low health top laner. Generally the enemy jungler, and sometimes their mid, will move top to dive your own top and take your outer turret, if you're paying attention you can respond with a dragon. Since the enemy jungler and/or mid can't teleport to the dragon you will have the numbers advantage and should be able to secure it.

Vision:

Everyone knows having vision on dragon can help you see where enemies are, if they've started it, and avoid baits. However knowing the efficient places to ward, where to expect enemy wards, and how to play around them can give a significant edge when contesting the dragon. 


  1. These spots are where you can generally expect blue team to ward when their lanes are even or behind. Clearing the dragon pit and pixel bush are important for maintaining control of the area and making enemy smite steals difficult.
  2. These are wards blue team will often place when lanes are ahead. The deep wards on the bottom half the map help in making decisions on burning the dragon or turning to fight. Many people don't recognize the importance of top half deep wards, but a well placed ward can spot an enemy jungler or mid roaming top giving your team the advantage in dude potential.
  3. These are the wards generally dropped by red team when lanes are even or behind. The one directly in front of the pit is often overlooked since the introduction of scuttle crab but can make the difference in a close fight. 
  4. Deep wards placed by red team when ahead. Again the deep ward in the enemy top half of the map can spot the enemy jungler out of position to give dude potential. Also important to note are the wards in the enemy tri-bush and behind their red buff which can be integral to stopping an enemy smite steal attempt. 

Advanced Tactics

Team Composition and Power Spikes:

This is something that effects the entire game, but as I see even LCS teams sometimes forget to consider their team comp when contesting a dragon it's important to add to this list. What your team comp and the enemy's excel at is important in deciding how to go about each dragon. 
AoE team fight teams love having the enemy team clumped up in the dragon pit. Disengage teams are great at using champs like Azir, Rumble, and Janna to keep the enemy away while they burn down dragon. Poke teams have no business ever being the team to start a dragon when the enemy has any dude potential to contest with. How both your and the enemy's specific team comps want, or don't, to fight dictates much of how you position around the pit, if you start the dragon, if you're just baiting the fight, if you're rushing the dragon and running away, etc...
Similarly knowing when specific champions are at their strongest is important to deciding if you can contest a dragon, and often something forgotten by teams. Even SKT in the first match of LCK(formerly better named OGN) this season got into a disastrous mid-game dragon fight when they didn't consider their Mundo and Tristana need significant time to ramp up. Where your team composition dictates much of how you fight, knowing champion power spikes helps to dictate when you fight. If you, like SKT, have champions who need to ramp up you want to avoid contesting mid game dragons. Or if you're a team who's Rumble and Corki just hit their item power spikes (liandry's and Trinity respectively) then you want to force a dragon soon. 
Knowing the strengths and weaknesses of your champions and how your team comp plays a team fight will tell you when, how, and even if, you should be contesting dragons. With that knowledge you then can extrapolate timing windows for when you need to set up each of the other important factors of a dragon contest to make sure it goes in your favor.

Cool Down Management:

This has already been touched on a bit with your top laner's teleport but it extends to other summoner spells and important abilities as well. Knowing your Rumble's just power spiked with a Liandry's is not very useful if you opt to fight while is ultimate is on cool down. Timing enemy cool downs and communicating your own to your team is another major part of the equation with power spikes and team composition that will dictate how and when to contest a dragon. 

Forcing, Turn or Burn:

If you've compared power spikes and team comps for the two teams and decided you're capable of winning a 5v5 if it comes on your terms you can "force" the dragon, which means you're the team who starts the dragon forcing the enemy into reacting or giving it up. There are two types of forcing which depend on what your team is better at. 
If your team is really good at controlling an area and zoning your opponents away, perhaps you have Azir, Rumble, and Janna, you're likely best suited to "burn" the dragon. Burning means your carries kill the dragon as quickly as possible while those champions skilled at zoning keep the enemy team away. If your zoning team is far enough ahead you can probably engage a fight afterwards but typically you'll disengage after securing the dragon as you'll have spent most of your powerful skills keeping the enemy away. 
The other good forcing team comp is the "turn" comp which is generally a strong 5v5 aoe team comp, something like Orianna, Jarvan, and Maokai together. This team is suited to fighting straight 5v5s and as a result the dragon can be used as bait to create the fight you're looking for. The only real difference between a bait and a turn is that in a turn you've actually started doing the objective with intent to finish if your enemy doesn't contest, where a bait you don't start and are just hoping the enemy runs at you blind. 

Expert

Both of the items in this section, Mid Lane Advantage and Wave Management are often overlooked as the power comes from areas away from the dragon pit and even when done correctly can amount to nothing if a team loses the dragon fight due to a little bit of impatience. I have seen teams at all levels from OCE challenger scene all the way up to the height of OGN be punished by overlooking the importance of Mid Lane Advantage and Wave Management in a contested dragon.  When properly done though, they can compound the lead gained from a successful dragon, or even reduce the deficit caused by a lost dragon contest.

Mid Lane Advantage:

Mid lane advantage is pretty much exactly what the name gives you, it's the advantage gained by positioning your team between the enemy team and the middle lane. This tactic is most important for poke comps, or those who're behind/unsure if they can win a fight, but any team can still get the benefit from it.



  1. This is the general position you want to hold to gain mid lane advantage while pushing the other team down beyond the red line towards position 2. From here you have more choices than the other team, you can sit and poke hoping to dissuade the dragon, you can engage the team fight, you can disengage if there's no advantage for you, or you can move up to take mid turret (3) without an easy reply from the other team. This is why you will often see a player shoving the mid wave at the start of a dragon contest, they have the basic understanding of mid advantage and want the wave in position to be used.
    To properly use this positional advantage you must know what your team does best and be decisive in your calls. If you're going to poke you want to lay it on heavy before the other team starts the dragon and be wary of them hard engaging on you. If you're going to turn and rush a turret instead of the fight you need to be patient and let the enemy start the dragon, but decisive enough to turn up the mid lane the instant they commit to the dragon attempt. 
  2. This is the more disadvantageous position as it has fewer escapes and attempting to rush position 4 is incredibly dangerous to do. Still being here is not the end of the world when your team comp is suited to it. A strong team fight comp can actually find this position advantageous, using the dragon to bait the other team into mispositioning and a subsequent team fight you'll hopefully win.
    The advantages of this position are heavily team comp dependent, and the mistake I see most often when it comes to mid lane advantage is a team with a weaker 5v5 comp voluntarily taking this position for the dragon contest. Usually it's a red side team making the mistake by trying to rush to dragon and pathing through their own blue buff, but teams on both sides have fallen prey to the mistake. If your team is not better in a straight up 5v5, and you have a choice, you have no business being in this position for a dragon contest. 
  3. This is obviously the mid turret, you will often see teams who've successfully figured out mid lane advantage choose to rush down mid instead of fighting a dragon or a baron. These are either teams who do not expect to win a 5v5, and are taking something in exchange for the objective they're giving up, or they've decided the value of the turret is higher than the objective they're giving up. For example a siege team generally will get more value from knocking down mid inner/inhibitor turret than they would securing 3rd or 4th dragon buff. 
  4. This isn't actually a good option, I only added it to the map to illustrate why mid lane gives the advantage it does, a question I've been asked by players I've worked with in the past. Sometimes when you decide to rush the turret instead of taking the dragon fight the enemy team will stop dragon and pursue you. If you've rushed up mid (3) to their turret and the enemy team moves to pursue you there's lots of escape paths. As you can see from the lines marked in yellow if your vision is good you can just run straight back to the safety of your own mid turret, you can run into the river headed towards your top turret, or because all the enemy team are near the dragon you can run up into their top side jungle to escape because no one will be there to cut you off. Now compare the escape routes in black from the bottom tower (4). Because the enemy has just started the dragon (2) there are no actual escape routes from the bot turret, you can run straight up the lane but the enemy has a shorter distance to cut you off from the safety of your turret forcing the fight you were trying to avoid, you can run straight at the enemy again forcing the fight you didn't want to take, or deep into their jungle except unlike in mid they're in position to cut you off long before you reach safety. The superior escape routes and extra decision allowed by mid lane advantage is what makes it a powerful tool. 

Wave Management:

This skill is equally important whether you're contesting dragon, baron, trying to take an inhibitor, or just baiting a team fight. It's also one of the harder things to wrap your carries heads around. They've spent plenty of time chasing every possible bit of farm and listening to casters and analysts talk about how someone won the lane because they were up a few dozen cs, and now you've just told them to only kill half a wave and then let a bunch of farm go to no one at all. I'm of course talking about the most basic form of wave management, the slow push. You kill just the enemy caster minions and then leave the lane alone and since your minions die slower than the other team's the wave will gradually grow in your favor until it's an unruly mass that someone on the other team has to deal with. 
A slow push is just one part of it though, equally important are the who and when of building that slow push. If you send your ADC bot lane to build a slow push when baron is a legitimate possibility you very well may have thrown the game off that one single tiny mistake. Similarly mistiming your slow push can result in it actually being worse than if you'd just cleared the whole wave. Set up a slow push too early and an enemy can easily go and collect the massive free farm you've sent them. Start the slow push too late and not only can they collect the free farm but there's nothing pulling their attention away from simply forcing whatever objective you were hoping to contest.
The slow push is not the only form of wave management of course. Things like fast pushing to deny an absent enemy the wave, rebounding the wave so it'll push to you, and freezing the minion wave are also important aspects of wave management throughout the game. However those have far less impact on a dragon contest than the slow push.
Done right proper wave management amounts to having a 6th or even 7th member of the team split pushing for you while you have your team grouped as 5 for the dragon fight. It can force weaker enemies to surrender objectives to you by making them decide between contesting a dragon or backing to save their turrets. It can delay stronger teams long enough for you to scale back into a game by giving them only tiny windows to force a fight before they've got to back and save their own base. Proper wave management, combined with mid lane advantage, can turn any dragon contest into a win-win scenario for your team where you either get the dragon, or you secure multiple mid and top lane turrets.

There are many facets to a dragon contest. While not all of them need to be used to be successful the more advantages you can apply to your contest the more likely you are to come out ahead.


Friday, December 12, 2014

What IEM San Jose taught us about next season.

1. Unicorns Of Love should definitely not be dismissed as a contender in EU.
While they were not able to win the tournament and their play left some things to be desired UOL impressed far beyond expectations. PowerOfEvil and Vizicsacsi had incredible performances beating up on some of the best players NA has to offer. Kikis also impressed with his vast, though a little misguided (see below), array of champions he was able to showcase in the tournament. UOL still has some work to do, especially in terms of quickly turning a large lead into a victory, but given the track record of EU teams surging out of the promotion tournament it's definitely worth keeping eyes on how UOL progresses.

2. Dragon and Baron are far more valuable, but far more dangerous to take.
With the patch 4.20 changes Baron and Dragon went from helpful advantages to out right overpowering in importance. Baron's new buff gives pushing power on par with a downed inhibitor. Dragon gives a myriad of powerful buffs that are generally more valuable than the advantage gained by destroying outer, and in some cases inner, turrets and the 5th dragon buff basically wins the game for you.
On top of being more valuable Dragon and Baron have also had their damage increase making them harder to pick up. Dragon is hard, nearly impossible next patch, to juggle and does significant damage making early dragon plays or contested dragons far more dangerous than last season. Attempting the new Baron with low health or in the face of too many enemies is a good way to not just lose the buff but get your team aced to an enemy all in.
Interestingly you can see how these changes shifted things like champion picks to cope. Because the dragon and baron objectives are harder to secure but more worth it when you do most teams shifted into variations of safe AoE poke comps. Jayce and Corki who were already strong on 4.19 ascended to near god tier, Ezreal rejoined the meta as a popular marksmen, and mid marksmen picks showed up as easy ways to get to ban Jayce without giving up on the Jayce style team comp.

3. The jungle possibilities hype was a bit premature.
This was something I was already pretty sure of watching early tournaments on 4.20 such as Brazil's Razer Challenge or the Black Monster Cup, but IEM San Jose was really the final nail in the coffin that confirmed it. The reign of early game pressure junglers like Lee Sin remains firmly intact. We all enjoyed watching Kikis' unconventional picks like Twisted Fate and Kayle, and we've seen some Warwicks go big, but Meteos ran a clinic on viable jungle picks during the tournament.
Without doubt Meteos was the most influential player at IEM and the MVP by far and it's largely due to his better understanding of viable junglers on the new patch. Instead of being fooled by soloqueue success of champions like Warwick, Meteos tore apart teams with junglers who could get into the lanes and the enemy jungle earlier and cause chaos before his opponent had time to reach their much needed power spike. The dominance of Meteos at IEM San Jose coupled with the continued popularity in tournaments around the world make it clear the reign of Lee Sin King of the Jungle is far from over.