League of Legends Nirvana Journey
Chapter 330 Emphasis on team battle strength
Chapter 330 Emphasis on team battle strength
FPX also obviously knows how incomprehensible the lineup of RNG is after gaining the advantage. It is really called an advantage. What FPX faces is unlimited face-offs and completely unreasonable team-ups.
Naturally, they are unwilling to give up their advantages to their opponents, nor are they willing to be tortured, so they must choose to control their own offensive rhythm, and must try their best to gain a large enough advantage in the early stage.
This means that FPX must set the pace in the early stage and fight small-scale team battles. However, after Nightmare Level 6, their small-scale team battles are actually difficult to win.
The main reason is that after Nightmare turns off the lights, there is a TP shielding effect. After Nightmare activates the big move, you can choose to teleport by yourself. Then in the early and mid-term team battles, the opponent will inevitably lose one or two people, and then use Nightmare to open the big move in the early and mid-term. In terms of dominance in small-scale team battles after the move, it is too difficult for RNG to lose the small-scale team battles in the early and mid-term!
In fact, it is quite difficult to discover the advantage of Nightmare. After all, Nightmare is a jungler, and the summoner's skills must bring flash and punishment. Nightmare's ultimate skill also serves as a jungler to implement ganks. Very few people It will be associated with turning off the lights to block the opponent's teleportation, so even if there is such a magical effect between Nightmare's ultimate move and teleportation, few people will discover this.
Originally, this situation would continue until the single-player Nightmare was developed, and the compatibility between Nightmare's ultimate move and teleportation could be reflected.
Fortunately, Ye Qing and Knight developed the hidden effect of Nightmare's ultimate move when they were training Silas.
In the beginning, Ye Qing practiced Nightmare in order to practice Silas's ultimate move, and then with a clear mind, he brought in the situation of himself using Silas when using Nightmare, thinking of using Silas himself When using Si, it must be with teleportation, and will this teleportation interact with this big move?
He thought about this problem, conducted corresponding experiments, and then came to a conclusion. In the end, Ye Qing classified this conclusion into his kaleidoscope offensive end.
Later, when talking about Silas's style of play with Knight, Ye Qing also inadvertently mentioned the mechanism of the Nightmare ult, and Knight then developed the Nightmare in the single lane, mainly using the Nightmare to push the line quickly, and then have blood recovery The ability to use these two points to quickly push the line without injury, so as to maximize the support effect of the nightmare ult.
At the same time, Knight also gained a new understanding of Nightmare's light-off teleportation while playing, that is, when Nightmare turns off the lights and teleports, it can not only compete with the opponent's TP difference, but also hide the location of his own teleportation, so as to The opponent is teleported from a completely unknown location, giving the opponent a fatal blow.
This routine is rarely played by Knight in the rankings, mainly because the hero Nightmare is a bit stupid and has low operability, and in team battles, if Nightmare uses his ult to rush in like this, it may be instant, otherwise Knight will definitely use this The routine set off a wave of ups and downs in Hanbok!
Besides, if Knight really wants to improve his score, he can really play other heroes casually. This person is really a bit messy when he usually ranks. He makes some fancy things to play the mid laner and disgust others. Sometimes it makes me sick too.
Although neither Knight nor Ye Qing used this routine to improve their rankings, TES and RNG both had a hidden big move, and now, it's time for this big move to be exposed!
FPX was not surprised at all by this big move. Just when they wanted to attack the bottom lane, the sudden wave of turning off the lights and adding rounds to TP directly disrupted all their plans and sent them The capture action was completely destroyed, not only did not kill Uzi and Xiao Ming, but also took a bunch of human heads and a small dragon.
In fact, if they can understand the special play design of Nightmare, then FPX will definitely choose to do things in the bottom lane before Nightmare level 6, and attack Nightmare after level 6.
But it's a pity that they didn't anticipate all this as soon as they saw their opponent pick the top laner Nightmare, which led to their early offensive being easily resolved.
Fortunately, the tactical design of FPX is relatively complete. After the offensive rhythm is cut off, they also know how to play. Like the first round, they were beaten by a huge disadvantage and then had no idea what to do next. In the end how to play, that kind of exception, the disadvantage is too great, no one thought of it?
But now, without Ye Qing's Akali, without that perverted murder book, they quickly adjusted their strategy, shifting their original focus from the bottom lane to the top lane.
Although Letme relied on its own anti-gank skills to avoid multiple waves of gank from FPX, but when FPX first planned to target Letme, it didn't think about killing Letme.
They know that Letme and Theshy have different positions in the team, and Letme's own ability to resist pressure is beyond the reach of Theshy, which leads to a high probability that the behavior against Letme will be resolved.
This is why it has been so long that Yan Junze has not had a chance to play as a substitute.
You know, RNG's current rotation strategy belongs to whoever has a problem, who will step down and adjust his state, just like Ye Qing's body has a problem, then let Xiaohu take the top. If the opponent is targeted, then replace Ye Qing, the same goes for jungler Kasa and Xiangguo, whoever is in better condition and whose tactics are more effective for the opponent, then replace whoever will play.
But the problem is that Yan Junze basically never had any problems from beginning to end!
In RNG's system where the bottom is the core of tactics, Yan Junze has already done the best for the top laner in this system!When Ye Qing and Uzi are on the field, Yan Junze is the most suitable top laner for this RNG!
This led to the attitude that after the end of the regular season in the summer split, when Gala didn't play much, he basically didn't play!
Being able to hold the same position as myself on the bench in such a frequent RNG replacement, this is enough to show the abnormal role of Letme in the current RNG team at this stage!
FPX naturally understands how stable Letme is. They tried to target Yan Junze in the summer finals, trying to find a breakthrough from RNG in addition to isolating Ye Qing.
As for the result... don't mention it!
FPX almost lost at the time because they were too entangled with Letme's path, but letme vomited steadily. Not only did they not find the slightest chance, but they lost a lot.
Now that it's the finals of the World Championship, FPX must have learned a lesson. They have handled the actions against Letme more intelligently, so that they will not forcibly cross Letme's tower like before.
Although compared to Yan Junze's vampires and other heroes, his nightmare tower is definitely better, but FPX's current situation can no longer tolerate their mistakes again, so they did not challenge Letme's anti-gank ability, nor Instead of challenging Ye Qing's counter-crouching with the fragrant pot, they did not choose the riskier tower escape. Instead, they forced Yan Junze to leave the tower and told him not to lose soldiers or experience.
In fact, as the opponent, Ye Qing had to admit that their choice was very wise.
You know, Ye Qing predicted very early on that FPX might attack the top lane. After all, Nightmare's routine of shielding the opponent and then using his own ult to go around the rear TP is really invincible in the early and mid-term.
As long as FPX wants to make a move, whether it is in the middle of the move or in the bottom lane, Nightmare will join the battle as soon as possible.
This has led to the fact that FPX's usual small-scale team battles in the early and mid-term can be achieved by relying on the speed of support to fight more and fight less.
It is actually very simple to crack this routine, isn't it the same as cracking the support system of mid-lane cards?
How did you break the support system of the mid laner card at that time?
Isn't it just drawing cards directly?
Since an extra card will come out if you play other lanes, then fight directly in the middle lane and attack this card that has no displacement. Then the advantage of the card will not be reflected. On the contrary, the problem of insufficient damage of the card may be Reflected.
The same is true for Nightmare facing the solo lane. Nightmare is strong enough to block the teleportation effect after turning off the lights, and then hide the location of his own teleportation, so as to achieve the ultimate backtracking completely unexpected by the opponent, and at the same time have a big move The Nightmare's combat power in the early and mid-term is also very vigorous, at least stronger than cards!
As a result, when FPX wants to move to other lanes, RNG is likely to create a short-term situation of playing more with less. This is why FPX's initial wave of offense was easily resolved by RNG, and lost the bottom duo. The reason for the human head and a small dragon.
Since Nightmare's combat effectiveness is so abnormal when supporting other lanes, what FPX has to do is very simple:
Wouldn't it be good to go on the road against the nightmare?
This logical sequence is normal and very simple, being guessed by Ye Qing is something that can be expected.
Doinb knew that Ye Qing might find out about his plan to go overboard, and he also knew that Letme's ability to withstand pressure is very strong, so he didn't choose to force Letme.
He chose a more secure style of play, just forcing Letme not to eat pawns and towers, so as to limit Letme's performance.
He knows that the hero Nightmare is actually very weak against that kind of 5v5 group, especially Nightmare who is not well developed. It's useless in team fights.
This round of Doinb is different from the last round. He put more emphasis on winning the team battle of his team. Why did he lose the first round?
Isn't it because you can't win the team battle until the late stage, so you want to get a big enough advantage in the early and mid-term?
It was precisely because they were too eager to gain an advantage in the early and mid-term that FPX exposed a flaw, giving Ye Qing's Akali a chance to develop secretly, and then took advantage of Ye Qing's early killing book to defeat the game. The pace of the game slowed down, which resulted in FPX having to compete with RNG for late-stage teamfight strength, and in the end they lost the game without any surprise.
The reason is mainly because FPX couldn't win the team battles in the later stage, which led to such a situation. Therefore, in this round, FPX paid great attention to its combat effectiveness in the later team battles.
Whether it is the captain with full AOE damage or the small cannon with very long hands in the later stage, they are all good players in the late stage team battle. Coupled with the deterrent effect of the output Titan on RNG's back row, FPX's late stage team battle strength is actually great. Not weak, especially the invisible carry points of FPX's late team battles-Xiaotian and Liu Qingsong.
In the eyes of the vast majority of viewers, whether it is Thresh or blind monk, the late-stage abilities of these two heroes seem to be quite average, but the problem is that Xiaotian's blind monk and Liu Qingsong's Thresh look different ah!
The deterrent effect of these two heroes on the traditional back row in their hands is too great!Coupled with Doinb's Titan, it can be said that if RNG plays a more traditional back row hero in this game, then these so-called back row heroes will actually be very difficult to survive.
This is also the combat effectiveness of their own late team battles that they discussed before the game to emphasize.
Not only in the strategy before the game, but also in the game, we can see their emphasis on team battles in the middle and late stages. Among them, catching the nightmare is a very important point. In fact, they are not only forced by the nightmare's big move To catch Nightmare, they themselves really want to catch Nightmare. After all, no one knows whether a Nightmare in a solo lane will be as weak as a jungler Nightmare in the late team battle.
If the nightmare in the single-player lane has a dominance that FPX has never imagined in the later stage due to problems such as development level, wouldn't it be a big problem?
This is exactly why they want to target the nightmare!
After all, there are examples of single-player blind monks and wild-core sword masters. A hero who everyone thinks will be a certain characteristic, this hero will often show another characteristic due to different development levels.
Doinb understands this truth very well, so he never underestimated the late teamfight strength of the solo Nightmare. When he found that the bottom lane that needed to be targeted most could not be targeted, he directly began to direct his teammates to start targeting the top lane.
Then the intensity of the target is very well controlled, not only restricting Yan Junze's development, but also avoiding the anti-squatting from Ye Qing and Xiangguo, wasting a lot of time for Ye Qing and Xiangguo.
(End of this chapter)
FPX also obviously knows how incomprehensible the lineup of RNG is after gaining the advantage. It is really called an advantage. What FPX faces is unlimited face-offs and completely unreasonable team-ups.
Naturally, they are unwilling to give up their advantages to their opponents, nor are they willing to be tortured, so they must choose to control their own offensive rhythm, and must try their best to gain a large enough advantage in the early stage.
This means that FPX must set the pace in the early stage and fight small-scale team battles. However, after Nightmare Level 6, their small-scale team battles are actually difficult to win.
The main reason is that after Nightmare turns off the lights, there is a TP shielding effect. After Nightmare activates the big move, you can choose to teleport by yourself. Then in the early and mid-term team battles, the opponent will inevitably lose one or two people, and then use Nightmare to open the big move in the early and mid-term. In terms of dominance in small-scale team battles after the move, it is too difficult for RNG to lose the small-scale team battles in the early and mid-term!
In fact, it is quite difficult to discover the advantage of Nightmare. After all, Nightmare is a jungler, and the summoner's skills must bring flash and punishment. Nightmare's ultimate skill also serves as a jungler to implement ganks. Very few people It will be associated with turning off the lights to block the opponent's teleportation, so even if there is such a magical effect between Nightmare's ultimate move and teleportation, few people will discover this.
Originally, this situation would continue until the single-player Nightmare was developed, and the compatibility between Nightmare's ultimate move and teleportation could be reflected.
Fortunately, Ye Qing and Knight developed the hidden effect of Nightmare's ultimate move when they were training Silas.
In the beginning, Ye Qing practiced Nightmare in order to practice Silas's ultimate move, and then with a clear mind, he brought in the situation of himself using Silas when using Nightmare, thinking of using Silas himself When using Si, it must be with teleportation, and will this teleportation interact with this big move?
He thought about this problem, conducted corresponding experiments, and then came to a conclusion. In the end, Ye Qing classified this conclusion into his kaleidoscope offensive end.
Later, when talking about Silas's style of play with Knight, Ye Qing also inadvertently mentioned the mechanism of the Nightmare ult, and Knight then developed the Nightmare in the single lane, mainly using the Nightmare to push the line quickly, and then have blood recovery The ability to use these two points to quickly push the line without injury, so as to maximize the support effect of the nightmare ult.
At the same time, Knight also gained a new understanding of Nightmare's light-off teleportation while playing, that is, when Nightmare turns off the lights and teleports, it can not only compete with the opponent's TP difference, but also hide the location of his own teleportation, so as to The opponent is teleported from a completely unknown location, giving the opponent a fatal blow.
This routine is rarely played by Knight in the rankings, mainly because the hero Nightmare is a bit stupid and has low operability, and in team battles, if Nightmare uses his ult to rush in like this, it may be instant, otherwise Knight will definitely use this The routine set off a wave of ups and downs in Hanbok!
Besides, if Knight really wants to improve his score, he can really play other heroes casually. This person is really a bit messy when he usually ranks. He makes some fancy things to play the mid laner and disgust others. Sometimes it makes me sick too.
Although neither Knight nor Ye Qing used this routine to improve their rankings, TES and RNG both had a hidden big move, and now, it's time for this big move to be exposed!
FPX was not surprised at all by this big move. Just when they wanted to attack the bottom lane, the sudden wave of turning off the lights and adding rounds to TP directly disrupted all their plans and sent them The capture action was completely destroyed, not only did not kill Uzi and Xiao Ming, but also took a bunch of human heads and a small dragon.
In fact, if they can understand the special play design of Nightmare, then FPX will definitely choose to do things in the bottom lane before Nightmare level 6, and attack Nightmare after level 6.
But it's a pity that they didn't anticipate all this as soon as they saw their opponent pick the top laner Nightmare, which led to their early offensive being easily resolved.
Fortunately, the tactical design of FPX is relatively complete. After the offensive rhythm is cut off, they also know how to play. Like the first round, they were beaten by a huge disadvantage and then had no idea what to do next. In the end how to play, that kind of exception, the disadvantage is too great, no one thought of it?
But now, without Ye Qing's Akali, without that perverted murder book, they quickly adjusted their strategy, shifting their original focus from the bottom lane to the top lane.
Although Letme relied on its own anti-gank skills to avoid multiple waves of gank from FPX, but when FPX first planned to target Letme, it didn't think about killing Letme.
They know that Letme and Theshy have different positions in the team, and Letme's own ability to resist pressure is beyond the reach of Theshy, which leads to a high probability that the behavior against Letme will be resolved.
This is why it has been so long that Yan Junze has not had a chance to play as a substitute.
You know, RNG's current rotation strategy belongs to whoever has a problem, who will step down and adjust his state, just like Ye Qing's body has a problem, then let Xiaohu take the top. If the opponent is targeted, then replace Ye Qing, the same goes for jungler Kasa and Xiangguo, whoever is in better condition and whose tactics are more effective for the opponent, then replace whoever will play.
But the problem is that Yan Junze basically never had any problems from beginning to end!
In RNG's system where the bottom is the core of tactics, Yan Junze has already done the best for the top laner in this system!When Ye Qing and Uzi are on the field, Yan Junze is the most suitable top laner for this RNG!
This led to the attitude that after the end of the regular season in the summer split, when Gala didn't play much, he basically didn't play!
Being able to hold the same position as myself on the bench in such a frequent RNG replacement, this is enough to show the abnormal role of Letme in the current RNG team at this stage!
FPX naturally understands how stable Letme is. They tried to target Yan Junze in the summer finals, trying to find a breakthrough from RNG in addition to isolating Ye Qing.
As for the result... don't mention it!
FPX almost lost at the time because they were too entangled with Letme's path, but letme vomited steadily. Not only did they not find the slightest chance, but they lost a lot.
Now that it's the finals of the World Championship, FPX must have learned a lesson. They have handled the actions against Letme more intelligently, so that they will not forcibly cross Letme's tower like before.
Although compared to Yan Junze's vampires and other heroes, his nightmare tower is definitely better, but FPX's current situation can no longer tolerate their mistakes again, so they did not challenge Letme's anti-gank ability, nor Instead of challenging Ye Qing's counter-crouching with the fragrant pot, they did not choose the riskier tower escape. Instead, they forced Yan Junze to leave the tower and told him not to lose soldiers or experience.
In fact, as the opponent, Ye Qing had to admit that their choice was very wise.
You know, Ye Qing predicted very early on that FPX might attack the top lane. After all, Nightmare's routine of shielding the opponent and then using his own ult to go around the rear TP is really invincible in the early and mid-term.
As long as FPX wants to make a move, whether it is in the middle of the move or in the bottom lane, Nightmare will join the battle as soon as possible.
This has led to the fact that FPX's usual small-scale team battles in the early and mid-term can be achieved by relying on the speed of support to fight more and fight less.
It is actually very simple to crack this routine, isn't it the same as cracking the support system of mid-lane cards?
How did you break the support system of the mid laner card at that time?
Isn't it just drawing cards directly?
Since an extra card will come out if you play other lanes, then fight directly in the middle lane and attack this card that has no displacement. Then the advantage of the card will not be reflected. On the contrary, the problem of insufficient damage of the card may be Reflected.
The same is true for Nightmare facing the solo lane. Nightmare is strong enough to block the teleportation effect after turning off the lights, and then hide the location of his own teleportation, so as to achieve the ultimate backtracking completely unexpected by the opponent, and at the same time have a big move The Nightmare's combat power in the early and mid-term is also very vigorous, at least stronger than cards!
As a result, when FPX wants to move to other lanes, RNG is likely to create a short-term situation of playing more with less. This is why FPX's initial wave of offense was easily resolved by RNG, and lost the bottom duo. The reason for the human head and a small dragon.
Since Nightmare's combat effectiveness is so abnormal when supporting other lanes, what FPX has to do is very simple:
Wouldn't it be good to go on the road against the nightmare?
This logical sequence is normal and very simple, being guessed by Ye Qing is something that can be expected.
Doinb knew that Ye Qing might find out about his plan to go overboard, and he also knew that Letme's ability to withstand pressure is very strong, so he didn't choose to force Letme.
He chose a more secure style of play, just forcing Letme not to eat pawns and towers, so as to limit Letme's performance.
He knows that the hero Nightmare is actually very weak against that kind of 5v5 group, especially Nightmare who is not well developed. It's useless in team fights.
This round of Doinb is different from the last round. He put more emphasis on winning the team battle of his team. Why did he lose the first round?
Isn't it because you can't win the team battle until the late stage, so you want to get a big enough advantage in the early and mid-term?
It was precisely because they were too eager to gain an advantage in the early and mid-term that FPX exposed a flaw, giving Ye Qing's Akali a chance to develop secretly, and then took advantage of Ye Qing's early killing book to defeat the game. The pace of the game slowed down, which resulted in FPX having to compete with RNG for late-stage teamfight strength, and in the end they lost the game without any surprise.
The reason is mainly because FPX couldn't win the team battles in the later stage, which led to such a situation. Therefore, in this round, FPX paid great attention to its combat effectiveness in the later team battles.
Whether it is the captain with full AOE damage or the small cannon with very long hands in the later stage, they are all good players in the late stage team battle. Coupled with the deterrent effect of the output Titan on RNG's back row, FPX's late stage team battle strength is actually great. Not weak, especially the invisible carry points of FPX's late team battles-Xiaotian and Liu Qingsong.
In the eyes of the vast majority of viewers, whether it is Thresh or blind monk, the late-stage abilities of these two heroes seem to be quite average, but the problem is that Xiaotian's blind monk and Liu Qingsong's Thresh look different ah!
The deterrent effect of these two heroes on the traditional back row in their hands is too great!Coupled with Doinb's Titan, it can be said that if RNG plays a more traditional back row hero in this game, then these so-called back row heroes will actually be very difficult to survive.
This is also the combat effectiveness of their own late team battles that they discussed before the game to emphasize.
Not only in the strategy before the game, but also in the game, we can see their emphasis on team battles in the middle and late stages. Among them, catching the nightmare is a very important point. In fact, they are not only forced by the nightmare's big move To catch Nightmare, they themselves really want to catch Nightmare. After all, no one knows whether a Nightmare in a solo lane will be as weak as a jungler Nightmare in the late team battle.
If the nightmare in the single-player lane has a dominance that FPX has never imagined in the later stage due to problems such as development level, wouldn't it be a big problem?
This is exactly why they want to target the nightmare!
After all, there are examples of single-player blind monks and wild-core sword masters. A hero who everyone thinks will be a certain characteristic, this hero will often show another characteristic due to different development levels.
Doinb understands this truth very well, so he never underestimated the late teamfight strength of the solo Nightmare. When he found that the bottom lane that needed to be targeted most could not be targeted, he directly began to direct his teammates to start targeting the top lane.
Then the intensity of the target is very well controlled, not only restricting Yan Junze's development, but also avoiding the anti-squatting from Ye Qing and Xiangguo, wasting a lot of time for Ye Qing and Xiangguo.
(End of this chapter)
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