Official account of LoL Esports. Subscribe for live broadcasts from LEC/LCS and international events like the World hssites.com've also got videos focuse. Doch so wie der Fußball, begeistert auch „LoL“ ein Millionenpublikum rund um den Globus. In der European League of Legends Championship Series, der. The best place to watch LoL Esports and earn rewards! June 10, - BY Lolesports Staff. Ya está aquí el SuperFantasy de la LEC: así se empieza. ¡Ya está.
League of LegendsThe best place to watch LoL Esports and earn rewards! June 10, - BY Lolesports Staff. Ya está aquí el SuperFantasy de la LEC: así se empieza. ¡Ya está. League of Legends ist ein von Riot Games entwickeltes Computerspiel, das am Oktober für Windows und macOS veröffentlicht wurde. Es erschien als Free-to-play-MOBA. Das Spiel wurde von ca. Millionen Spielern monatlich gespielt. Gracias a todos por coparse, fue un lindo debate ✨ Al fin y al cabo, los directos en todo el mundo son lo que son gracias a los espectadores y las críticas.
Lolsports JULY 5, 2016 VideoThe Dive - 2020 Worlds: Finals Reactions, Favorite Moments, \u0026 Espresso Machines = Cooking
Kartenspiele, entweder bezГglich einer bestimmten Symbolkombination oder bezГglich einer Lolsports Spielrunde. - Perkz und Rekkles wechseln: Neues Abenteuer für Europas Könige3division vor Ort feuern die Teams lautstark an. LoL Esports Facts & Figures; Top Records; World Championship Finals Viewership YoY; LoL Esports World Championship. Media Credentials Registration; Schedule & Briefing Materials; Partner Portal; Asset Archive; Regions & Teams; LoL Esports Events; PR contacts. Official account of LoL Esports. Subscribe for live broadcasts from LEC/LCS and international events like the World Championship. We've also got videos focus. The best place to watch LoL Esports and earn rewards!. See posts, photos and more on Facebook. Tickets go on sale for the LCS Spring Finals on February 21 at 10AM PST / noon CST via SeatGeek. Tickets for the rounds of Spring Playoffs at the LCS Studios will be available on February 28 at 10 AM PST via SquadUp. The issue was that Mash was never firing them. As Ever gained dragon control, Duke fell with Lolsports rest of his team, leading to 38 Danny Padilla defeat. He never let Pirean get the lane dominance P1 was relying on him to get, staying alive through ganks and Lolsports Grandparker skillshots. Hauntzer is a brilliant Leo Vegas laner, but his confidence can at times get the best of him, as seen in Game 1. After competitors have contacted each other, the game is often managed by a game serverDota 2 Morokai remotely to each of the competitors, or running on one of the competitor's machines. Retrieved 14 December UoL would send multiple members to gank Kobbe and lane partner Mikyx, setting Kobbe far behind while snowballing the game out of control for UoL. He was unable to have an effect on the early game and couldn't carry Fnatic once they fell behind. The game started off well Poker Strip Exileh as he started off with two early kills, Lotto 24.Com a series of positioning mistakes led to Exileh dying in a few unnecessary spots. Playing Nidalee again in Game 2, Trashy's play dramatically improved, beginning at seven minutes, when Trashy Werder Card Guthaben Abfragen kill Move under his own Bigpoint Gmbh one top turret. After Ever's bottom lane roamed early to pick up a kill on Faker, he fell Lolsports as the enemy also picked up dragons. P1 surprised everyone by managing to keep up with TSM's tempo in the swap, and keep Hauntzer from getting the farm he's accustomed to. Riot Games. Analysis: Bingo Halls Calgary was a monster on Friday, finishing the series Echte Kreditkartennummer a 9. League of Legends ist ein von Riot Games entwickeltes Computerspiel, das am Oktober für Windows und macOS veröffentlicht wurde. Es erschien als Free-to-play-MOBA. Das Spiel wurde von ca. Millionen Spielern monatlich gespielt. Official account of LoL Esports. Subscribe for live broadcasts from LEC/LCS and international events like the World hssites.com've also got videos focuse. Not just an esport. The future of sport. And Worlds is our time to Take Over. The journey to crown the greatest League of Legends team on the planet starts. LOL Esports. Gefällt Mal · Personen sprechen darüber. Official account of LoL Esports. Learn more at hssites.com
There weren't many kills for Apex Gaming as they only put up nine the whole series. Keane participated in just over half of them, though.
There were high hopes for Apex Gaming coming into the split, but they haven't been able to put together great performances against the top tier teams.
Analysis: Apollo had percent kill participation in Game 1, but finished without a kill. He had a great Enchanted Crystal Arrow to help catch Huni for first blood, but didn't have many other snipes the rest of the game.
Immortals were able to keep map pressure on Apex Gaming throughout the series as they finished each game in under 30 minutes.
Apex Gaming was slow during lane swaps, which let Immortals take an extra turret during some of the trades.
Apollo isn't having too great of a split, but currently has the third most assists among North American AD Carries.
Analysis: Xpecial had a decent series despite his low KDA. His seven assists in the series was good enough for a 77 percent kill participation.
In Game 1 he had some good Tidal Waves and Aqua Prisons on Nami, but not in the late game teamfights when Immortals were pushing to win.
Game 2 wasn't any better for Xpecial, he and teammates got some picks on Immortals in the mid game, but couldn't stop them late.
Apex Gaming were slow at matching Immortals during lane swaps throughout the series. The slow swaps gave Immortals a chance to take an extra turret during some trades and pulling further ahead of Apex.
Once Immortals had a lead, there was little Apex Gaming could do to stop them. He was killed to give away first blood and his positioning in this game was poor, often being caught out to give away kills.
With Fnatic trailing, he was unable to really set up plays, often forced to use his ultimate to disengage. In Game 2, he used Bard and was able to have a little more success.
He did create a few plays using Tempered Fate to assist Fnatic in diving turrets, but it was far too little. With his team behind from the early stages yet again, he couldn't effectively make plays to turn the momentum.
Analysis: Rekkles used Jhin in Game 1 and was unable to carry. Fnatic were dominated early and Rekkles never reached a point where he could effect this game.
In Game 2, Rekkles used Sivir and again struggled to do much. Fnatic were again crushed early and Rekkles lone kill came by catching Hustlin out of position.
Analysis: Febiven struggled in Game 1 on Cassiopeia. Fnatic were dominated in the early stages and Febiven never scaled to become a threat at any point in the game.
He was dominated in lane by NighT and was only able to muster one assist to four deaths in Game 1. In Game 2, he used Ryze and found a little more success, but not much.
He was killed early by a gank from Maxlore and fell behind in lane once again. Febiven was able to pick up two kills in Game 2, but it was far too little as Fnatic were dominated.
Analysis: Spirit struggled in Game 1 as Elise. He was unable to do much of anything early, as Fnatic fell behind quickly and never recovered.
He couldn't provide burst damage in teamfights and showed poor pathing and gank timings, ending the game with only one assist.
In Game 2, he played Olaf and again struggled. He was solo killed by Maxlore to give away first blood and again had no impact in the early stages of the game.
His one kill came during a four-man dive on SmittyJ, but he lacked any teamfight impact. Fnatic were dominated in this series and Spirit's lack of pressure was a big reason why.
Analysis: Gamsu played two games as Gnar and struggled with his team in each. He was unable to really frontline, as Fnatic fell behind from the early stages of both games.
His lack of tankiness in teamfights allowed GIANTS to cut through Fnatic and he was unable to utilize his ultimate to set up kills for Fnatic to try and mount a comeback.
It was a poor series overall for the Fnatic top laner, as he managed just one kill in each game and four assists for the entire series.
Analysis: In Game 1, Hustlin used Braum and was unkillable. He was excellent throughout the game, including early when he picked up an assist on first blood.
He was able to effectively use Concussive Blows and Glacial fissure to set up kills throughout the game. In Game 2, Hustlin used Nami and was again successful.
He was able to use Aqua Prison and his ultimate to set up kills and although he died once, he was able to successfully reach 10 assists.
His double digit assist total in both games helped him lead the series. He was able to use Ashe's kit effectively, slowing members of Fnatic with his auto attacks and volley, while dealing big damage when activating Ranger's Focus.
In Game 2, he used Jhin and enjoyed similar results. He was able to use Jhin's range to pick up kills, while rooting members of Fnatic with Deadly Flourish.
Analysis: NighT used Viktor in both games and dealt a ton of damage with the mage. He flanked well during the first teamfight, using Chaos Storm on multiple members at once to chunk down Fnatic's health bars and picking up one kill.
In Game 2, it was much of the same. Analysis: In Game 1, Maxlore used Nidalee to help carry from the jungle. His pathing was excellent, picking up an assist on first blood and three kills early, one during a 3-vs-3 in the bottom lane and one on Spirit, catching the Fnatic jungler out of position.
His third kill onto Yellowstar continued his snowball as he had a massive effect on the game. He solo killed Spirit in the jungle for first blood and picked up a second kill, ganking Febiven in the mid lane.
Analysis: SmittyJ played two Swain games in the series and was able to sustain his way to victory. In Game 1, he picked up his only kill of the series after securing the Baron.
His main focus in the series was to pump out area-of-effect damage using Swain's spell rotation and ultimate to sustain in teamfights.
While watching Swain turn on his ultimate and run into the middle of teams isn't the most exciting thing in the world, it was just what GIANTS needed from their top laner Friday.
Update: Longzhu announced that Frozen would be rejoining the starting roster after being benched earlier in the season, as announced by the Kespa League of Legends Facebook.
Analysis: Longzhu had a rather poor Spring Split and opted to make a change to it's lineup as a result. After carefully deciding, the team opted to bench Frozen in favor of Coco.
Seemingly regretting this decision, the team has opted to bring Frozen back to the starting lineup following an extremely poor start to the Summer Split.
The team hopes that Frozen will be able to bring new found life to the team and improve their record during the second half of the split.
Update: After being benched from Longzhu's starting lineup earlier in the split, the team has announced that Flame will return to the active lineup.
Analysis: Although Longzhu made changes to their roster, they have not seen changes in their play. Constantly riddled with mistakes, the team has opted to make yet another roster swap in their search for favorable results.
After benching Flame, they have decided to move him back to a starter position in hopes to keep the team out of the bottom half of the standings.
It is unclear whether he will be able to do so, but Flame now has the task of exceeding the performances set forth by Expession; something that shouldn't be too difficult to do.
Analysis: Big played solid on Nami early in Game 1, but wasn't much of an impact late. NRG had much better macro plays that allowed them to dominate turrets and neutral objectives.
After they got their second Baron buff of the game, there wasn't much Echo Fox could do to stop them from finishing. He had percent kill participation and dealt more damage to champions than his AD Carry, Keith.
However, Echo Fox lost the match when they entered into the base race at the end of the game. However, he used Captive Audience more for a fight initiator instead of using it to finish off targets.
Echo Fox decided to go along with the race instead of backing to fight. NRG was much quicker and by the time Echo Fox realized it, it was too late to stop them.
The early roam from lane allowed GBM to farm his way to a gold lead that Froggen didn't come back from.
Echo Fox fell behind in gold as a team because of slow rotations and lane swaps and couldn't come back after NRG got their second Baron buff of the game.
In Game 2, Echo Fox ran a team composition that was attack damage heavy, as Froggen played Varus to go along with an attack damage jungler and AD carry.
On paper it seems like a great composition to enter a base race with, but Echo Fox lost the race in Game 2. Froggen had some early mistakes like getting caught way out of position to give up first blood, but was solid besides that.
He is always one of Echo Fox's carries, but more players on the team will need to step up for them to climb out of last place. He just couldn't find great engages and was taken down quickly in most of the skirmishes.
In a smite fight over Baron late, NRG managed to build a bigger lead in turrets and gold than Echo Fox were able to recover from. While he got enough tank items to last longer in and contribute to teamfights, it wasn't enough to prevent Echo Fox from losing the base race at the end of the match.
Hard isn't having a great split stat wise so far, but it's difficult to put up good stats while playing on a last place team. Analysis: kfo had a pretty rough series against NRG eSports.
He pushed out too far after lane swaps and was caught easily by Santorin and Quas. While it wasn't a huge setback, he still wasn't able to recover from.
In Game 2, he was able to make better contributions to teamfights, but was caught pushing lane too far into NRG's territory.
Quas again snowballed a small lead over kfo and was great at getting picks on Echo Fox the entire game. His two deaths weren't meaningless as they came with assists.
He had a lot more deaths in Game 2 of the series where he was caught out more and sacrificed himself during the base race that ended the match.
He picked up an early double kill to get a gold lead that grew for the rest of the game. His only death could've been avoided if he stuck with his team instead of roaming solo in Echo Fox's jungle.
It didn't affect the outcome, as he was alive when both teams opted to base race. However, NRG eSports picked up the pace in the middle of the game and built a team gold advantage by taking down towers and neutral objectives.
In Game 2, he was top damage dealer again, but had a lot more deaths. Both teams were fairly equal throughout Game 2 and opted to base race to end the match.
However, if NRG eSports gets back on the winning path, his stats could recover in the second half. He was everywhere that he needed to be, always helping out in teamfights which earned him percent kill participation.
In Game 2, he made some good plays early to help snowball Quas' gold lead. NRG and Echo Fox were pretty evenly matched in a game came down to a base race.
Echo Fox had a numbers advantage, but Santorin and Ohq faked them out by starting their backing animations to bait them into stopping their push.
Santorin has really been playing great for NRG eSports so far this split. He has the least amount of deaths among North American junglers who have played in at least 24 games and highest kill participation.
Analysis: Quas showed versatility in the series against Echo Fox, playing well on tank and carry top laners. He was great at being a frontline distraction in teamfights.
Quas made a good teleport play to cut off Froggen's escape, earning him first blood. He got a few more kills early which helped him secure a gold lead over kfo which slowly grew as the game went on.
He only started in one series for the team before packing up shop. The extent of his EU League of Legends experience is limited to playing for a couple EU Challenger hopefuls that did not end up qualifying for the Series.
It is unclear how much playing time DoubleG will get moving forward. Analysis: Impact had an almost perfect Game 1, participating in nine out of ten kills and never dying.
His Shen play was the nail in the coffin for Team Liquid, who had placed all of their hopes on Lourlo's Fiora getting ahead and accomplishing a split push.
Impact rotated better through the lane swap, however, getting an experience lead that put him briefly at a three level advantage.
He proceeded to push Lourlo around in lane, growing his lead, and eventually killed him 1-vs-1 when Lourlo overstepped his boundaries.
This led directly into Impact having the freedom to ultimate up top and not only save Sneaky but win an entire teamfight that Lourlo couldn't participate in.
He also secured his team a huge win when he snuck around to the flank of TL as they were sieging and got a four-man taunt.
His performance fell apart in Game 2 when he could not create the same lane advantage over Lourlo's Trundle. His Shen's late game fell apart because he couldn't stop TL's split push, and the pressure left them losing their entire base all at once.
Game 3 had a similar pattern. Impact individually defeated Lourlo in the lane. He got an early kill on the Shen off a gank and was heavily out-farming him.
The issue was that Lourlo was teleporting into teamfights and finding assists and kills not just for himself, but for all of Team Liquid.
C9 could no longer support themselves off of just an Irelia who ended up with three of the team's four kills. Impact, despite losing to Lourlo overall, was a large part of all of Cloud9's successes, ending with an Analysis: Meteos had a decent series, ending with a 2.
The low kill participation percentage came mainly from Game 1, which was only seconds away from beating the record for latest first blood.
Despite that, Meteos found ways to help in the later stages of the match, always present in teamfights and helping to secure the Baron.
It ended as a clean, low-kill win. It was Game 2 where Meteos began to falter. He was still present in teamfights, but all he managed to contribute was damage versus the engage and CC that Dardoch continually used to lock up C9.
Meteos did manage to get the miracle Baron steal that kept C9 afloat for as long as they did, and he had a stellar performance in the teamfight where TL made the mistake of trying to fight 4-vs-5, but his play wasn't enough to turn the game around.
In Game 3, Meteos showed a bit of technical prowess, as his kill in the bottom lane was thanks to a timely use of his flash and body slam, but ultimately his play was sloppy.
He picked Gragas for the displacement, but never managed to land the barrel on priority targets, usually getting the tanky Rek'sai which accomplished little in the teamfight.
He was constantly being invaded upon by Dardoch, and although he managed to secure most of his camps, it speaks to a larger lack of pressure.
Analysis: We have come to expect a high level of play from Jensen after this recent winning streak with C9, but by the end of Friday's series his play had fallen apart.
He ended with a KDA ratio of only 1. He ended with the most deaths of anyone on his team, going down five times in both of C9's losses.
Game 1, Jensen started off strong, playing to his usual high standard. He was ganked several times but never went down due to his ability to dodge skillshots perfectly and judge exactly where he had to be.
And he was very sure in his abilities, going forward to almost solo out Matt under turret, and immediately chaining his CC on the stuns when diving midlane.
His damage was the main force that carried C9 to victory. Game 2 was where it started going downhill. Although he still demonstrated his ability to get out of danger, avoiding a four-man gank without even blowing a summoner, the focus that TL put on him eventually wore him down and he gave up first blood.
Despite being on Twisted Fate, Jensen could not unbalance teamfights because TL was almost always there first. Jensen was continually caught and bursted out, usually before a fight began giving Liquid their early Dragon control.
Even in the teamfights that Cloud9 managed to win, such as the 4-vs-5 in mid lane, it was at the expense of Jensen's life because Liquid could burst him out so easily.
In Game 3 this focus was only exacerbated, as Jensen ended with a 0. His usual precise play fell apart as he found himself constantly caught out of position or away from his team.
Analysis: Sneaky got off to a great start in the series, winding up with his favorite Ashe pick. His opposition Fabbbyyy was unable to get involved in any fights thanks to the fact that Sneaky was a bother, routinely landing arrow after arrow, getting picks and setting up plays.
As usual, C9 was always there to back him up, collapsing as soon as Sneaky hit his ultimate and chaining huge amounts of CC on to whoever happened to be caught.
Sneaky also knew how to follow up on his teammates, securing a huge teamfight win with an arrow directly into Impact's four-man taunt. Sneaky had an impressive solo play, 1-vs-1 killing Fenix's Zilean in the top lane and converting it into another kill on Matt.
The final play succeeded because of Impact coming in as well as the rest of C9, but it was Sneaky's quick fingers and on point mechanics that gave them the opening.
Game 2, however, quickly started to fall apart for Sneaky, who, to his credit still managed to maintain a kill participation percentage despite the loss.
The painful loss in Game 3 was, however, arguably Sneaky's fault. He walked into Liquid's jungle alone pre-minions spawning and died to Fabbbyyy.
Then he and Bunny Fufuu proceeded to die over and over to multiple ganks by Dardoch and Lourlo.
He was so far behind in the end that there was almost nothing he could do or contribute, even his wave clear against the siege was blocked by Matt's Braum.
With their mid lane and AD carry so far behind, there was nothing Cloud9 could do against Liquid's onslaught. Analysis: Bunny Fufuu has been very impressive recently with his ability to land skillshots and time CC layering, but in Friday's series he seemed to be struggle.
His Bard play in Game 1 was decent, as his ultimate was mainly used for disengaging. He had a couple of solid ultimate uses, tower diving mid lane second tier, for instance, but then seemed to just focus on piling up ridiculous amounts of CC, rather than C9's usual careful layering.
It was enough to win teamfights, however, and eventually the game. When Bunny came back in for Game 3 he pulled out Bard, and his timing on Bard seemed to be even worse than it had been on Braum.
While his ultimates were well placed, often catching two or more members of Liquid the issue was in his follow up. Bunny mistimed his binding consistently, leaving him unable to continue chaining down the enemies he caught in his ultimate and rendering it almost useless.
Teamfights that Cloud9 should have had the upper hand on fell apart because they simply could not coordinate their abilities like a team the way they had in Game 1.
Bunny was unable to save Sneaky from the constant ganking in Game 3, usually going down himself as well. His mechanics were simply not up to the level seen in his recent victories.
Analysis: Smoothie, despite the loss, had a very solid performance on Friday. He came out with not only a 4. His Magical Journey out of the early fight near bottom lane saved every one of his teammates who were on the verge of death.
His binding on Lourlo after he was hit by Sneaky's arrow gave them the time to secure the kill, and his second binding gave them the time to disengage before the second half of the fight.
His ultimates were almost always used to try and interrupt Fabbbyyy's damage, and considering the accuracy on his Curtain Call's, it was likely that Smoothie saved his team from a disadvantageous start to a fight.
Smoothie couldn't always protect his team, however, as his Magical Journey gave Fabbbyyy an easy shot at fleeing targets and Smoothie himself was picked off trying to escape a Baron fight.
Despite Smoothie's strong play, he wasn't able to help Cloud9 take the game back, it just allowed them to hold on longer to a losing matchup. Analysis: Lourlo had a bumpy start to the series, but his team continued to prioritize him and eventually he helped lead them to victory.
Game 1 Lourlo picked Fiora confidently, despite the fact that Impact was on Shen, and the results were disastrous.
Lourlo fell behind heavily in both farm and experience, and was pushed around early in lane. He tried to push up and be aggressive, counter-jungling despite being behind in levels, and Impact solo-killed him.
This mistake set the pace of the game. Lourlo was unable to split push because of Impact, and he could barely teleport into fights because he was either chunked out by Shen or had wasted his ultimate just trying to stay alive.
Team Liquid had put almost all of their win condition on Lourlo, and with their poor teamfight they were easily rolled over and destroyed by C9.
The series turned around in Game 2 Lourlo however. Team Liquid still gave him priority, first picking the Trundle to give him a favorable lane matchup.
This time Lourlo did not fall behind, as he was able to push Impact around a bit in the 1-vs-1, but he still made some early mistakes.
He overestimated his abilities, trying to tank for a teamfight before he had the stats to succeed and dying quickly, and later trying to solo kill Sneaky and being picked off when Smoothie came in from behind.
He was also caught out by an Ashe arrow and killed, giving Cloud9 a teamfight that was almost enough for them to come back. Lourlo fell behind early, going down in farm and dying to Meteos' ganking, but it was his global pressure that set his performance apart from the first two games.
He was everywhere, picking up kills and assists in the top lane and finding teamfights in mid. It furthered Impact's farm lead, but Lourlo quickly caught up and surpassed him in gold until he was so tanky that he could ignore Impact completely and split push successfully for his team, destroying Cloud9's base all in one fell swoop.
Analysis: Dardoch was a monster on Friday, finishing the series with a 9. His Game 1 was a bit of a flop, the extended lane swap meant very little room for ganking, and he was unable to steal the Baron away from Cloud9.
Usually he wasn't involved in fights until the very end, and during the one he was involved in, he tried to unburrow two Cloud9 members that were still in his own Bard's Tempered Fate.
That breakdown in communication kept them from achieving anything more than the initial pick off kill. Dardoch picked up after that, with an exceptional mechanical performance on Gragas in a game that ended up being remade due to a bug, but it was the beginning of his rise.
He continued showing those skills in the real Game 2, helping his mid laner get first blood, interrupting Bard just before he could take the Magical Journey, knocking up two enemies and keeping them in place for Fabbbyyy and the rest of TL to secure multiple kills.
He no longer suffered from being on the outside of teamfights, in fact he was faster at collapsing than C9's team, which was designed to collapse.
He was Liquid's tank and often their engage and, despite having a Baron stolen out from under him, brought TL to a decisive victory.
Game 3 this trend continued. Dardoch ended with the best scoreline on his team, posting a deathless game and a KDA ratio of He saw his opportunity to help snowball Fabbbyyy after Sneaky gave up a free early kill and he took it, getting early kills on both Sneaky and Bunny Fufuu, as well as a clean near-ace from a well set up tower dive.
Dardoch coordinated well with Lourlo, bringing him into the middle of fights before knocking every one up and giving Fabbbyyy and Fenix time and space to take everyone down.
With Dardoch keeping Sneaky down early, it was an easy win for Team Liquid. Analysis: Fenix helped bring his team to one of the first series upset in NA this Summer.
He finished with a 4. His Game 1 on Zilean was unimpressive, despite earning the only kill for his team early on, he couldn't turn it into anything further.
He later over-confidently tried to duel Sneaky and ended up not only dying, but luring in Matt to die too. He failed to execute the Bard and Zilean combo properly, either missing the bombs while Cloud9 was frozen or simply not being in range to capitalize upon Matt finding an enemy.
Game 2, however, he came out swinging, picking up first blood on Jensen through repeated ganks on the mid lane.
He kept the lane pushing in his favor, keeping Jensen from having the map pressure Twisted Fate is supposed to provide. In fact, Fenix's teleports several times gave him a better entrance into a team fight than Jensen had.
He had some missteps, such as leaving his team mid lane while he went to clear top, giving Cloud9 a chance for a pick. It was also Fenix's hubris that made him think he could handle Meteos on the outside of the Baron pit alone, a move that gave a Baron steal to C9.
Game 3, however, Fenix stepped up again, making even fewer mistakes and finishing with a 13 KDA ratio. He bullied Jensen around in lane, and later on caught him out again and again to delete him before teamfights.
Even just walking up from mid lane Fenix had a huge impact, roaming top to help his team secure four kills on the back half of what looked like a losing teamfight.
These early advantages were already the nail in C9's coffin, as TL didn't give them any space to get back into the game.
Analysis: Fabbbyyy had a fantastic series, finishing with a 7. His Game 1 with Sivir was dismal, but not entirely his fault. He was completely unable to get into fights, and so his damage was lost, which certainly did not help TL with their already weaker teamfight composition.
It was Game 2 and Game 3 where Fabbbyyy switched on to the long range Jhin that everything clicked together. Fabbbyyy played an excellent Jhin in multiple ways, but the ability that has to be brought up first is his ultimate accuracy.
Equally good at starting teamfights as finishing them off, Fabbbyyy picked people off in Magical Journey's, he found and slowed Sneaky for the rest of his team, he stopped Baron attempts and secured towers.
Fabbbyyy's positioning was also top tier. As soon as he wasn't on Sivir who relies on getting up close and personal, he found his niche, always over a jungle wall or so far back that he wasn't drawing any of the fire.
He only died once in Game 3 when his team abandoned him to start a fight and Impact's Irelia managed to find him around the side.
Most of Smoothie's Bard ultimates in Game 2 were spent just to try and keep Fabbbyyy from dealing damage for a little bit, either cancelling his ultimate or just attempting to push him off.
Fabbbyyy demolished Sneaky in Game 3 after killing him before minions spawned and he coordinated with Dardoch to press that advantage as far as it could go.
Locking down opponents with his snares and his slows, Fabbbyyy's Jhin play was a crucial component of Team Liquid's victory over Cloud9. Analysis: Matt finished strong on Friday with a 6.
He had trouble on Bard in Game 1, failing to combo his ultimate with Zilean's double bombs even once. He also had poor communication with his team, catching two in his ultimate just as Dardoch was going in to knock them up and thereby wasting the CC that could have netted them kills.
Matt also died the most on his team, and was not even involved in their one kill. Coming out of Game 1, however, Matt followed suit with the rest of Team Liquid and stepped up.
In Game 2 his Karma pick gave Team Liquid the move speed to counter Cloud9's collapse, and they were often in a fight even faster than the team with both Twisted Fate and Shen.
Matt's bindings were also crucial, locking enemies down for Fabbbyyy's damage or flashing forward to catch Sneaky and keep him from disengaging.
In Game 3, Matt helped Fabbbyyy get the early first blood on Sneaky, and then doubled up the lane dominance from there.
He confidently dove the turret, taking four hits before leaving in order to get Fenix two kills on the other side.
His shield was more practical utility, helping the siege by keeping Sneaky from wave clearing. In the end it was the unrelenting pressure of all of Team Liquid that brought down Cloud9 and ended their win streak.
Analysis: There were very low expectations for zig and Phoenix1 coming into their series on Saturday. Game 1 saw a little bit of hope, however, for the beaten down P1.
In the initial lane swap, Phoenix was not nearly as far behind TSM as most teams usually are. They kept up with the tempo enough that they forced TSM into more commitment for the early Dragon.
They used their speed to collapse on an over-aggressive Hauntzer and kill him for first blood. This gave zig the lane he needed as he started to push it in aggressively towards Hauntzer, picking up several more kills on his lane opponent.
He outdueled TSM's top laner, and he coordinated well enough with the rest of his team that TSM wasn't able to get big objectives off the map.
The issue was that zig and Inori also weren't gaining any map advantage from the kills, and so when zig joined his team in a teleport fight bottom side, they simply weren't strong enough to beat TSM's superior teamfighting skills.
In Game 2, P1 no longer came out even from the lane swaps, as some careful greed from Hauntzer gave him extra experience and the ability to safely farm under turret against the duo lane while zig was both zoned off and occasionally killed by a gank.
This lack of farm trapped him in the top lane, unable to teleport in for most of the early fights, and the lack of gold made him unable to tank the brunt of TSM's damage.
He did come out of the series with an 80 percent kill participation, and hopefully an idea of what to improve upon going into the second half of the split.
Analysis: Inori, who had been unable to start for weeks thanks to ongoing visa issues, was able to get off to a strong start on Elise.
Coming out of the lane swaps, he saw that Hauntzer was over confident and desperate to pick up the CS that he normally gets when TSM wins the tempo game.
Together with Mash and Gate, Inori picked up an easy first blood, zoning Svenskeren out of his blue side jungle at the same time and slashing the momentum his Nidalee had built.
He made good calls, revisiting Hauntzer for another kill, this time helping zig, and after a disastrous fight in bottom lane he went back to the well again, further punishing Hauntzer's poor play.
However, Inori failed to capitalize on anything from these kills. He never pushed down the top tier two tower even though they had plenty of time after the kills, and when he rotated for the Rift Herald his communication with zig was off and he was forced to take the buff himself.
P1 suffered from their inability to out teamfight TSM, as even when Inori found Svenskeren and surrounded him in the jungle TSM's collapse turned it into an unfavorable trade.
In Game 2, Inori had a very poor showing on Rek'sai. He tried to invade Svenskeren's jungle when his team was pushing down top turret and ended up not only being pushed off by TSM's bot lane, but also leaving Gate behind to give up first blood.
Again in the mid game teamfights he failed to land his knock up because of his predictable engage that was easily flashed away from.
Besides his mechanical failings, Inori's team communication broke down, leading him to go in when Pirean had just blown his cooldowns, getting both of them killed in the process.
Analysis: Pirean had one of the worst KDA ratios on his entire team at. Mid lane was very quiet at the beginning of Game 1 as opposed to the action in the side lanes, but Pirean was able to keep up with Bjergsen in farm and trades.
It was in the major fight down bottom lane where things really started to go wrong. Pirean and zig both teleported in guaranteeing P1 the numbers advantage, but they were all locked down by one of Bjergsen's double bombs, in addition to him saving Doublelift's life with his ultimate.
The lack of respect coming out of Pirean for the matched teleport ruined the play for them, giving over a 4-for-0 kill advantage when they should have been able to take the fight.
After that Pirean seemed to grow a little bit desperate, wanting to make a big play that would get them back into the game.
Almost all of P1's aggression was countered by TSM converging and their ability to win teamfights, however. Despite using Karma, he was often not grouped together with his team and was caught out too far up in bottom lane and killed by Doublelift.
Game 2 his mechanics seemed to slip a little bit. He had good setup for ganks on Bjergsen, but simply could not land his chains to convert the damage.
Even when he did have fancy feet, it was too late, and his team was not in position to gain anything off of the time Pirean bought them.
Analysis: Mash finished with a relatively good KDA ratio of two, but only a 60 percent kill participation. In Game 1, Phoenix1 managed a rare positive start versus TSM as they were able to match their opposition's lane swap tempo.
This gave P1 the ability to keep the map pressure even, cut off Svenskeren's Nidalee domination of both sides of the jungle, and even get Mash first blood onto an over-aggressive Hauntzer who was pushed up for farm.
Early gold right after he had bought a Cull was a solid beginning, and P1 looked to continue that with an aggressive double teleport to the bot lane.
At Riot Games, we are committed to creating deeply engaging esports experiences for the League of Legends fan base.
Our goal is to create a multi-generational sport that will bring joy to billions of fans across the world. In addition to providing an exciting new gameplay experience, LoL Esports Manager also will reinvest back into the esports ecosystem.
Starting with the LPL, a portion of the revenues from LoL Esports Manager will go back to pro teams featured in the game, allowing the sport as a whole to share in the success.
The title will first release for the LPL in with the intention to gradually expand and include players from other leagues. Esports also known as electronic sports , e-sports , or eSports is a form of sport competition using video games.
Although organized competitions have long been a part of video game culture , these were largely between amateurs until the late s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity.
The most common video game genres associated with esports are multiplayer online battle arena MOBA , first-person shooter FPS , fighting , card , battle royale and real-time strategy RTS games.
Many other competitions use a series of league play with sponsored teams, such as the Overwatch League.
Although the legitimacy of esports as a true sporting competition remains in question, they have been featured alongside traditional sports in some multinational events in Asia, with the International Olympic Committee also having discussed their inclusion into future Olympic events.
Despite its large video game industry, esports in Japan is relatively underdeveloped, with this being largely attributed to its broad anti-gambling laws which prohibit paid professional gaming tournaments.
The earliest known video game competition took place on 19 October at Stanford University for the game Spacewar. Maas winning the team competition.
The Golden age of arcade video games was heralded by Taito 's Space Invaders in , which popularized the use of a persistent high score for all players.
Several video games in the next several years followed suit, adding other means of tracking high scores such with high score tables that included the players' initials in games like Asteroids in High score-chasing became a popular activity and a means of competition.
National Video Game Team. Televised esports events aired during this period included the American show Starcade which ran from — airing a total of episodes, on which contestants would attempt to beat each other's high scores on an arcade game.
The game Netrek was an Internet game for up to 16 players, written almost entirely in cross-platform open source software. Netrek was the third Internet game , the first Internet game to use metaservers to locate open game servers, and the first to have persistent user information.
In it was credited by Wired Magazine as "the first online sports game". The fighting game Street Fighter II popularized the concept of direct, tournament-level competition between two players.
Capcom in the s led to the foundation of the international Evolution Championship Series EVO esports tournament in Large esports tournaments in the s include the Nintendo World Championships , which toured across the United States, and held its finals at Universal Studios Hollywood in California.
There were finalists that played in the finals in San Diego , California. Mike Iarossi took home 1st prize. Television shows featuring esports during this period included the British shows GamesMaster and Bad Influence!
In the s, many games benefited from increasing internet connectivity , especially PC games. The growth of esports in South Korea is thought to have been influenced by the mass building of broadband Internet networks following the Asian financial crisis.
The Korean e-Sports Association , an arm of the Ministry of Culture, Sports and Tourism , was founded in to promote and regulate esports in the country.
During this match, Umehara made an unexpected comeback by parrying 15 consecutive hits of Wong's "Super Art" move while having only one pixel of vitality.
Umehara subsequently won the match. Being at one point the most-watched competitive gaming moment of all time, it has been compared to sports moments such as Babe Ruth's called shot and the Miracle on Ice.
In April the G7 teams federation were formed by seven prominent Counter-Strike teams. The goal of the organization was to increase stability in the esports world, particularly in standardizing player transfers and working with leagues and organizations.
The s was a popular time for televised esports. TV broadcast esports competitions from to During the s, esports grew tremendously, incurring a large increase in both viewership and prize money.
The proliferation of tournaments included experimentation with competitions outside traditional esports genres.
The popularity and emergence of online streaming services have helped the growth of esports in this period, and are the most common method of watching tournaments.
Twitch , an online streaming platform launched in , routinely streams popular esports competitions. In , viewers of the platform watched 12 billion minutes of video on the service, with the two most popular Twitch broadcasters being League of Legends and Dota 2.
The modern esports boom has also seen a rise in video games companies embracing the esports potential of their products.
After many years of ignoring and at times suppressing the esports scene, Nintendo hosted Wii Games Summer Spanning over a month, the tournament had over , participants, making it the largest and most expansive tournament in the company's history.
In Nintendo hosted an invitational Super Smash Bros. In , the largest independent esports league, Electronic Sports League , partnered with the local brand Japan Competitive Gaming to try and grow esports in the country.
Physical viewership of esports competitions and the scope of events have increased in tandem with the growth of online viewership. Labeling video games as sports is a controversial topic.
China was one of the first countries to recognize esport as a real sport in , despite concerns at the time that video games were addicting.
Through this, the government encouraged esport, stating that by participating in esports, players were also "training the body for China". In , Turkey's Ministry of Youth and Sports started issuing esports Player licenses to players certified as professionals.
In , the French government started working on a project to regulate and recognize esports. To help promote esports as a legitimate sport, several esports events have been run alongside more traditional international sports competitions.
The Asian Indoor Games was the first notable multi-sport competition including esports as an official medal-winning event alongside other traditional sports, and the later editions of the Asian Indoor Games and its successor the Asian Indoor and Martial Arts Games have always included esports as an official medal event or an exhibition event up to now.
Moreover, the Asian Games , which is the Asian top-level multi-sport competition, will also include esports as a medal event at the edition ; esports around games such as Hearthstone , Starcraft II , and League of Legends were presented as an exhibition event at the Asian Games as a lead-in to the games.
In and , World Sailing held an eSailing World Championship that showed a main sports federation embracing esports.
The Olympic Games are also seen as a potential method to legitimize esports. A summit held by the International Olympic Committee IOC in October acknowledged the growing popularity of esports, concluding that "Competitive 'esports' could be considered as a sporting activity, and the players involved prepare and train with an intensity which may be comparable to athletes in traditional sports" but would require any games used for the Olympics fitting "with the rules and regulations of the Olympic movement".
The issues around esports have not prevented the IOC from exploring what possibilities there are for incorporation into future Olympics.
Leaders in Japan are becoming involved to help bring esports to the Summer Olympics and beyond, given the country's reputation as a major video game industry center.
Esports in Japan had not flourished due to the country's anti-gambling laws that also prevent paid professional gaming tournaments, but there were efforts starting in late to eliminate this issue.
Takeo Kawamura , a member of the Japanese House of Representatives and of the ruling Liberal Democratic Party , led a collation of ruling and opposing politicians to support esports, called the Japan esports Union, or JeSU;  Kawamura said that they would be willing to pass laws to further exempt esports as needed so that esports athletes can make a living playing these sports.
So far, this has resulted in the ability of esports players to obtain exemption licenses to allow them to play, a similar mechanism needed for professional athletes in other sports in Japan to play professionally.
The organization committee for the Summer Olympics in Paris were in discussions with the IOC and the various professional esport organizations to consider esports for the event, citing the need to include these elements to keep the Olympics relevant to younger generations.
During the Eighth Olympic Summit in December , the IOC reiterated that it would only consider sports-simulating games for any official Olympic event, but it would look at two paths for such games in the future: those that promoted good physical and mental health lifestyles, and virtual reality and augmented reality games that included physical activity.
A number of games are popular among professional competitors. The tournaments which emerged in the mids coincided with the popularity of fighting games and first-person shooters , genres which still maintain a devoted fan base.
While it is common for video games to be designed with the experience of the player in game being the only priority, many successful esports games have been designed to be played professionally from the beginning.
Developers may decide to add dedicated esports features, or even make design compromises to support high level competition. Games such as StarCraft II ,  League of Legends ,  and Dota 2  have all been designed, at least in part, to support professional competition.
In addition to allowing players to participate in a given game, many game developers have added dedicated observing features for the benefit of spectators.
This can range from simply allowing players to watch the game unfold from the competing player's point of view, to a highly modified interface that gives spectators access to information even the players may not have.
The state of the game viewed through this mode may tend to be delayed by a certain amount of time in order to prevent either teams in a game from gaining a competitive advantage.
In response to the release of virtual reality headsets in , some games, such as Dota 2 , were updated to include virtual reality spectating support.
A very common method for connection is the Internet. Game servers are often separated by region, but high quality connections allow players to set up real-time connections across the world.
Downsides to online connections include increased difficulty detecting cheating compared to physical events, and greater network latency , which can negatively impact players' performance, especially at high levels of competition.
Many competitions take place online, especially for smaller tournaments and exhibition games. Since the s, professional teams or organized clans have set up matches via Internet Relay Chat networks such as QuakeNet.
As esports have developed, it has also become common for players to use automated matchmaking clients built into the games themselves.
This was popularized by the release of Blizzard's Battle. Automated matchmaking has become commonplace in console gaming as well, with services such as Xbox Live and the PlayStation Network.
After competitors have contacted each other, the game is often managed by a game server , either remotely to each of the competitors, or running on one of the competitor's machines.
Additionally, competitions are also often conducted over a local area network or LAN. The smaller network usually has very little lag and higher quality.
Because competitors must be physically present, LANs help ensure fair play by allowing direct scrutiny of competitors. This helps prevent many forms of cheating, such as unauthorized hardware or software modding.
The physical presence of competitors helps create a more social atmosphere at LAN events. Individual games have taken various approaches to LAN support.
These teams often cover multiple esports games within tournaments and leagues, with various team makeups for each game. They may also represent single players for one-on-one esports games like fighting games within Evolution Championship Series , or Hearthstone tournaments.
In addition to prize money from tournament wins, players in these teams and associations may also be paid a separate team salary.
Team sponsorship may cover tournament travel expenses or gaming hardware. Prominent esports sponsors include companies such as Logitech and Razer.
While different from the regimens of traditional sports, esports athletes still have extensive training routines.
Team Liquid, a professional League of Legends team, practice for a minimum of 50 hours per week and most play the game far more.
Players are generally in competition by their mid- to late-teens, with most retiring by their lates. In most team-based esports, organized play is centered around the use of promotion and relegation to move sponsored teams between leagues within the competition's organization based on how the team fared in matches; this follows patterns of professional sports in European and Asian countries.
Teams will play a number of games across a season as to vie for top positioning in the league by the end of that season. Those that do well, in addition to prize money, may be promoted into a higher-level league, while those that fare poorly can be regulated downward.
Teams that did not do well were relegated to the League of Legends Challenger Series , replaced by the better performing teams from that series.
This format was discontinued when Riot opted to use the franchise format in mid With rising interest in viewership of esports, some companies sought to create leagues that followed the franchise approach used in North American professional sports , in which all teams, backed by a major financial sponsor to support the franchise, participate in a regular season of matches to vie for top standing as to participate in the post-season games.
This approach is more attractive for larger investors, who would be more willing to back a team that remains playing in the esport's premiere league and not threatened to be relegated to a lower standing.
While there is no team promotion or relegation, players can be signed onto contracts, traded among teams, or let go as free agents, and new players may be pulled from the esports' equivalent minor league.
The first such league to be formed was the Overwatch League , established by Blizzard Entertainment in based on its Overwatch game.
It is the first esports league to be operated by a professional sports league, and the NBA sought to have a League team partially sponsored by each of the 30 professional NBA teams.
Its inaugural season is set to start May with 17 teams. Activision launched its team Call of Duty League in January , following the format of the Overwatch League but based on the Call of Duty series.
Cloud9 and Dignitas, among others, have started development of a franchise-based Counter-Strike: Global Offensive league, Flashpoint, in February This will be the first such esports league to be owned by the teams rather than any single organization.
Esports are also frequently played in tournaments, where potential players and teams vie to be placed through qualification matches before entering the tournament.
From there, the tournament formats can vary from single or double elimination , sometimes hybridized with group stage.
The tournament may be part of a larger gathering, such as Dreamhack , or the competition may be the entirety of the event, like the World Cyber Games or the Fortnite World Cup.
Esport competitions have also become a popular feature at gaming and multi-genre conventions. Although competitions involving video games have long existed, esports underwent a significant transition in the late s.
Beginning with the Cyberathlete Professional League in , tournaments became much larger, and corporate sponsorship became more common.
Increasing viewership both in person and online brought esports to a wider audience. The average compensation for professional esports players does not compare to those of the top classical sports organizations in the world.
While prizes for esports competitions can be very large, the limited number of competitions and large number of competitors ultimately lowers the amount of money one can make in the industry.
For well established games, total prize money can amount to millions of U. Often, game developers provide prize money for tournament competition directly,  but sponsorship may also come from third parties, typically companies selling computer hardware , energy drinks , or computer software.
Generally, hosting a large esports event is not profitable as a stand-alone venture. There is considerable variation and negotiation over the relationship between video game developers and tournament organizers and broadcasters.
While the original StarCraft events emerged in South Korea largely independently of Blizzard, the company decided to require organizers and broadcasters to authorize events featuring the sequel StarCraft II.
In addition to professional and amateur esports, esports have drawn attention of colleges and high schools since Along with the bursting popularity of Esports over the last two decades came a demand for extended opportunities for Esport's athletes.
Universities across the world mostly China and America began offering scholarship opportunities to incoming freshmen to join their collegiate Esports teams.
According to Schaeperkoetter and others, the potential impact that an eSports program could have on a university, coupled with the growing interest that universities are showing in such a program, combine to make this line of research relevant in sport literature.
As of , over colleges has esports-based variety programs. While game publishers or esport broadcasters typically act in oversight roles for specific esports, a number of esport governing bodies have been established to collectively represent esports on a national, regional or global basis.
These governing bodies may have various levels of involvement with the esport, from being part of esports regulation to simply acting more as a trade group and public face for esports.
Originally formed in to help promote esports in the southeast Asian region, it has grown to include 56 member countries from across the global.
This body was designed more to be a managing partner for other esports, working to coordinate event structures and regulations across multiple esports.
Additionally, trade groups representing video games have also generally acted as governing bodies for esports. Notably, in November , five major national trade organizations - the Entertainment Software Association in the United States, the Entertainment Software Association of Canada , The Association for UK Interactive Entertainment , Interactive Software Federation of Europe , and the Interactive Games and Entertainment Association of Australian and New Zealand - issued a joined statement for supporting the promotion and participation of esports to respect player safety and integrity, respect and diversity among players, and enriching game play.
Pro gamers are usually obligated to behave ethically, abiding by both the explicit rules set out by tournaments, associations, and teams, as well as following general expectations of good sportsmanship.
For example, it is common practice and considered good etiquette to chat "gg" for "good game" when defeated.
In a prominent example of good conduct, during a IEM StarCraft II game, the players Feast and DeMusliM both voluntarily offered information about their strategies to negate the influence of outside information inadvertently leaked to "Feast" during the game.
In professional League of Legends player Christian "IWillDominate" Riviera was banned from competing for a period of one year following a history of verbal abuse.
Team Siren, an all-female League of Legends team, was formed in June The announcement of the team was met with controversy, being dismissed as a "gimmick" to attract the attention of men.
There have been serious violations of the rules. In , eleven StarCraft: Brood War players were found guilty of fixing matches for profit , and were fined and banned from future competition.
Reports of widespread use of performance-enhancing drugs PEDs in esports are not uncommon, with players discussing their own, their teammates' and their competitors' use and officials acknowledging the prevalence of the issue.m Followers, Following, 2, Posts - See Instagram photos and videos from LoL Esports (@lolesports). LoL Esports - YouTube. Official account of LoL Esports. Subscribe for live broadcasts from LEC/LCS and international events like the World hssites.com've also got videos focuse. Vote for your All Stars now.