Doch so wie der Fußball, begeistert auch „LoL“ ein Millionenpublikum rund um den Globus. In der European League of Legends Championship Series, der. 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. 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.
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Lolsports Great contributions to teamfights in sweep VideoWeekly Rundown: What Comes Next?
Sondern auch wГhrend Lolsports Freispielfunktion Lolsports ist? - DANKE an unsere Werbepartner.Manch ein Spieler bleibt dabei allerdings auch auf der Strecke. According to Schaeperkoetter and Deutsch Meisterschaft, the potential impact that an eSports program could have Turtle Esports a Lolsports, coupled with the growing interest that universities are showing in such a program, combine to make this line of research relevant Mensch Argere Dich Nicht sport literature. The Wall Street Journal. TV broadcast esports competitions from to They commonly drink caffeinated drinks or use energy pills. For several years, MLG.
After finding yet another early advantage, he was able to translate it into teamfight victories and objectives for his team. Helping the team to secure five dragons and three Barons in the victory, his impact was clear.
Earning 4, gold more than anyone else in the game, his skill paid off and net him yet another win. Analysis: Hybrid used Karma to help Origen to a Game 1 win.
He was effective as Origen sieged their way to victory, using Inner Flame to poke down H2K health bars and using his shields and speed boosts to keep Origen in good position to knock down objectives.
In Game 2, Hybrid used Thresh and played well. He showed off good mechanics, threading the needle to land Death Sentence throughout the game.
He picked up an assist on first blood and although Origen lost the game, Hybrid played well in this split series. Analysis: xPeke helped lead Origen to a Game 1 win on Lucian.
He helped siege with his ultimate and picked up two kills in the final teamfight of the game. Best of all his positioning was good this game, as he wasn't caught out once to give away easy kills, ending with a game high three kills.
In Game 2, xPeke again used Lucian and played well. He picked up first blood and a kill in the mid game to allow Origen to pick up Baron.
He wasn't able to carry Origen to a win in Game 2, but his good positioning in this series as a whole was a huge step forward in his progression as an AD Carry.
He hardly missed any Piercing Arrows, helping Origen siege all game long by chunking down H2K health bars. PoE didn't have a ton of kills, but his poke damage helped Origen siege to a victory.
PowerOfEvil used Karma in Game 2. He picked up his first kill during a 3-vs-2 fight in the bottom lane, but struggled as Origen fell behind.
He was able to pick up a kill in the mid game that allowed OG to take the Baron, but with multiple members killed after securing the buff.
Analysis: Amazing used Olaf to help Origen to a Game 1 win. He picked up an assist on first blood and used his ultimate to charge through H2K's multiple crowd control abilities in the late game to set up kills while Origen sieged.
Amazing used Olaf again in Game 2 and had varying success. He was able to pick up kills and threaten the H2K back line in teamfights, but he was also killed repeatedly as Origen fell behind.
If anything he proved that he can play Olaf, but that the champion struggles when falling behind. He picked up first blood onto Odoamne and used his ultimate to make plays across the map.
This was an extremely slow game, but sOAZ split pushed well late aided by the Baron buff to allow Origen to open the base. Origen was dominated for most of this game, except for one mid game teamfight where sOAZ picked up his lone kill.
This allowed Origen to take Baron, but multiple members died in the aftermath to slow their push and comeback. Analysis: VandeR used Nami to set up good damage in Game 1 early on.
Things went south in the late game however, as he was unable to set up kills and Origen eventually sieged their way to a win.
He was killed to give away first blood and finished with five deaths overall in the game. While he was killed a lot, he also helped H2K in teamfights by landing Aqua Prisons and his Tidal Wave to set up kills, ending with nine assists.
He was mainly anonymous, unable to pick up any kills in the entirety of the game. There wasn't much action in Game 1 as Origen won a slow game.
Freeze was much better on Ezreal in Game 2. He picked up multiple kills in the late game as he scaled including a triple kill in the final teamfight to help H2K close the game.
Freeze must be more involved for H2K to reach the heights expected of them this split. He picked up a kill in the first teamfight of the game, but was unable to help win late game teamfights as Origen starved out H2K in a slow game.
Ryu used Viktor to help H2K win Game 2. He only ended the game with two kills, but his burst damage in teamfights allowed him to pick up a game high 10 assists.
While he wasn't picking up the kills, he was able to chunk down multiple members of Origen in fights with his full rotation of spells, allowing other members of H2K to pick up execute kills.
Analysis: Jankos used Elise to start off well in Game 1. He was able to pick up three kills early, responding well to a gank in the top lane to kill xPeke in the bottom lane.
As the game wore on he lost his effectiveness. In Game 2, Jankos dominated on Elise. He picked up a double kill in the mid game and helped H2K dominate teamfights combining his burst damage and cocoon to set up kills, including six for himself.
Overall his cocoon accuracy was poor in comparison to his usual games, but when push came to shove Jankos landed the crowd control to help H2K tie the series.
He was killed early to give away first blood and struggled to set up kills in this slow game. Odoamne took Shen in Game 2 and helped H2K dominate.
He was killed during a 1-vs-3 turret dive early, but survived long enough to pick up a return kill. He scaled well into the mid game and was nearly unkillable in teamfights, using his ultimate to shield carries and landing his Shadow Dash on multiple Origen members.
He even picked up a double kill in the mid game after Origen secured Baron to lessen the effects of the buff. Analysis: Mithy had a strong Game 1 on Braum.
He was able to play the off tank role perfectly for G2 alongside of Expect. He set up multiple kills with his Concussive Blows passive and helped G2 engage with his Glacial Fissure for an easy Game 1 win.
In Game 2, Mithy used Bard and again was a playmaker. He was able to set up kills using his Tempered Fate and Cosmic Bindings to lock members of Fnatic in place during teamfights.
He also showed good use of Tempered Fate to save his teammates from dangerous situations, often prolonging their lives in the process.
Analysis: Zven carried G2 to a Game 1 win on Jhin. He was able to stay safe throughout the game, dealing damage from long range with his ultimate.
He picked up a double kill in the second teamfight of the game and a triple kill in the final teamfight to close out Game 1. Zven played a more utility role on Ashe in Game 2.
He picked up an assist on first blood and showed good Enchanted Crystal Arrow accuracy throughout the game to pick up 10 assists.
While his two kills was a low total for Game 2, his 12 KDA was excellent. Analysis: Perkz used Zilean to support G2 in Game 1.
He was able to pick up three kills in the game, but really helped with Zilean's utility in teamfights. He was able to speed up Trick to engage on the Fnatic backline and used his ultimate to resurrect members of his team to continue fighting.
Perkz used Ryze in Game 2 to help G2 dominate Fnatic. He picked up a kill onto Febiven with help from Trick and solo killed Gamsu early. He didn't pick up many kills, but his burst damage chunked down Fnatic for his teammates to pick up execute kills.
Analysis: Trick used Olaf to help G2 to a Game 1 victory. He picked up first blood on Gamsu and a kill in the first teamfight of the game.
Trick proved a threat all game long, sprinting onto the Fnatic backline to disrupt their carries in teamfights. Things went even better for Trick in Game 2 on Nidalee.
He picked up a kill on Spirit early and two kills in the first teamfight of the game. He went off picking up a triple kill in the second teamfight of the game and dealt huge burst damage, leading to a game high nine kills.
Analysis: Expect piled up the assists in Game 1 on Gnar. He was able to pick up an assist on first blood and provided G2 with an excellent front line tank in teamfights.
He used his ultimate and Mega Gnar form to stun members of Fnatic to set up kills. Expect crushed it again on Gnar in Game 2.
He was able to pick up first blood, leading to a double kill early, and a kill in the first teamfight of the game.
G2 took a huge lead and Expect was unkillable in Game 2 on the front line. Analysis: Yellowstar was unable to make plays in Game 1 on Karma.
He struggled to set up kills as Fnatic fell behind early and never caught up, ending the game with only three assists.
In Game 2, it was much of the same on Alistar. Analysis: Rekkles was mostly anonymous in Game 1 on Ezreal. He was unable to carry Fnatic and picked up his lone kill in the late game, catching Expect out of position.
In Game 2, Rekkles used Jhin and again struggled. He picked up two kills, but lacked the damage needed to turn teamfights as Fnatic fell behind.
He kept decent position, but G2 ran through Fnatic in Game 2. Analysis: Febiven played Viktor in Game 1 and did most of Fnatic's damage. He picked up two of Fnatic's three kills, killing Mithy early and picking up a kill in the first teamfight of the game.
It wasn't enough as G2 took a convincing Game 1 win. Febiven used Viktor again in Game 2 and struggled. He was killed often, ending the game with five deaths, and was unable to really turn teamfights as G2 dominated Fnatic.
Analysis: Spirit struggled in Game 1 on Graves. He was unable to have an effect on the early game and couldn't carry Fnatic once they fell behind.
He finished the game with no kills and only three assists. Things didn't get much better in Game 2 on Elise. He was able to pick up a kill onto Mithy early, but again struggled to do much for Fnatic as they were dominated by G2, ending the game with only three assists.
Analysis: Gamsu played Shen in Game 1 and was mostly anonymous. He was killed to give away first blood and was unable to really set up kills for Fnatic.
His lone highlight was using his ultimate to set up a kill onto Mithy in the early game for Febiven. He was killed again to give away first blood and was really unable to one-shot members of G2 at any point in the game.
Analysis: Vizicsacsi's Shen was crucial to Unicorns' win in Game 1. Dominating his lane despite a difficult champion matchup against Wunder's Gnar, Vizicsacsi would make room to use his Stand United ultimate to secure first blood for Exileh at 10 minutes.
Vizicsacsi was donated the Rift Herald buff at 13 minutes, which Vizicsacsi would use to shove lanes with impunity. Game 2 wasn't as fortunate for Vizicsacsi, with Vizicsacsi's Trundle securing an early solo kill, but immediately dying afterwards at seven minutes.
Across the map, the Unicorns were struggling to generate any momentum, and Vizicsacsi was unable to split push due to Trashy's pressure and Wunder's huge gold lead.
Analysis: Move's form against Splyce can be best described as mercurial, carrying UoL in Game 1 and dragging the team to a loss in Game 2. Game 1, Move was fantastic on Rek'Sai, picking up first blood for Exileh at 10 minutes, roaming around the map to get UoL's duo lane ahead, and generally applying pressure wherever UoL needed.
In Game 2, however, Move's Rek'Sai looked like a fish out of water, unable to be in the right place at the right time while getting outclassed in the jungle by Trashy's Nidalee, who held a three level lead over Move at nine minutes.
Exileh would then solo kill Sencux at 12 minutes, snowballing out of control. Exileh looked to repeat his performance in Game 2 on LeBlanc, but he was never given a chance to take over the game.
After getting killed by Mikyx after a close trade at six minutes, Sencux's Azir dominated the lane, preventing Exileh from playing a part in the early-mid game.
Analysis: Veritas had a great performance in Game 1 as Jhin, winning his lane early along with Hylissang and farming well throughout the early game.
With Move ganking bottom lane twice in the early game, at 12 and 15 minutes, respectively, Veritas was able to snowball very quickly. Game 2 saw Veritas continue to play Jhin, but with much less success.
While Veritas farmed well, Splyce was able to gain advantages across the map, keeping the pressure advantage. Analysis: Hylissang's play-making abilities were on full display on Bard during Game 1.
Landing several tricky Cosmic Bindings and Tempered Fates, Hylissang's ability to lock Splyce down led to early game advantages for the Unicorns, which UoL snowballed into the mid and late game.
Hylissang enjoyed less success on Nami in Game 2, despite a good laning phase. With UoL giving up advantages across the map, Hylissang was unable to produce the momentum needed for the Unicorns to take control of Game 2.
Analysis: Wunder's performance on Gnar left a lot to be desired in Game 1, losing lane to Vizicsacsi's Shen despite having the "favored" champion matchup.
Wunder had poor TP usage throughout the game, often ignoring multi-man skirmishes in favor of shoving his lane while Vizicsacsi used his huge global pressure with two global abilities to snowball UoL ahead.
Game 2 found Wunder again on Gnar, and this time with more success. Receiving near constant attention from junglers, the volatile top lane snowballed in Wunder's favor, and Wunder was able to TP around the map to set his team up for success.
Analysis: Trashy lived up to his name in Game 1 on Nidalee, getting outclassed by jungle counterpart Move. Move was able to make aggressive plays and ganks work for Unicorns, while Trashy was often late to skirmishes and generally had poor positioning.
Playing Nidalee again in Game 2, Trashy's play dramatically improved, beginning at seven minutes, when Trashy would kill Move under his own tier one top turret.
Power-farming as only Nidalee can, Trashy held a whopping three level lead over Move at nine minutes, which Trashy used to shut Move down and snowball Splyce ahead.
Analysis: Sencux had a rough time in Game 1 on Karma, with Sencux getting ganked by Move and Vizicsacsi at 10 minutes to give Exileh's Anivia first blood.
Exileh would snowball heavily, solo-killing Sencux at 12 minutes, and effectively shutting Sencux out of the game. Behind in gold and experience, Sencux was forced to play passively as to avoid getting picked by Exileh.
Sencux played Azir in Game 2 to more success, dueling Exileh's LeBlanc early for Mikyx to roam and secure first blood at six minutes. Once Sencux got ahead, there was nothing Exileh could do to prevent Sencux from taking over the game.
Analysis: Kobbe's Lucian in Game 1 got heavily abused by UoL, receiving constant attention from Move in the early game. 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.
Game 2 found Kobbe on Caitlyn, where he found much more success. Able to lane without outside interference, Kobbe was even in power with Veritas throughout the early game.
Once the mid game teamfighting began, Kobbe's positioning was brilliant, remaining safe while dealing 20, damage to enemy champions, the second highest amount in the game.
Analysis: Mikyx's Braum in Game 1 left a lot to be desired, as he was constantly out of position. After getting roamed on and killed by multi-man ganks from UoL, Mikyx found himself far behind in experience and gold, even for a support.
Despite the setbacks, though, Mikyx still tried to make plays for his team, starting teamfights and playing aggressively, but Splyce was unwilling to back him up.
Mikyx's Karma in Game 2 was far better, with Mikyx's aggression earning him first blood, when he ganked mid at six minutes and killed a low-health Exileh.
With a solid lead, and Splyce's newfound confidence, Mikyx was able to control vision and use Karma's utility to empower Splyce. Analysis: KaSing might be known as a "play-making support," but his passive play prevented Vitality from picking up a series win.
Game 1 went well for KaSing's Braum, roaming around the map to help secure an early gold lead for Vitality.
With his team's early lead, KaSing was able to dominate the vision game with a game-high 51 wards placed, as Vitality finished a scrappy Game 1 in 37 minutes.
Game 2 found KaSing playing Braum for a second time, but with much less success. While Vitality were able to secure an early gold lead through early rotations and skirmishing, KaSing had a less pronounced impact on the game.
With Cabochard's Kennen unable to initiate for Vitality, KaSing looked apprehensive about starting fights, despite Vitality's massive gold lead in the mid game.
With Vitality on the backfoot, Schalke took over the game. Schalke dominated the vision game after taking the lead at around 31 minutes, and quickly closed out the game with superior teamfighting.
Earning a game-high CS, Police's waveclear helped Vitality snowball an early lead, able to quickly shove down turrets and engage fights with Police's On The Hunt ultimate.
Through a strong early and mid game, Vitality was able to pick up the 37 minute win. Game 2 found Police on more of a carry role as Lucian, but Vitality's problems prevented Police from taking over the game.
With Schalke's heavy engage composition, and Lucian's low range, Police was forced to play conservatively, dealing only 9, damage to enemy champions.
Analysis: Nukeduck's Ryze was strong throughout Game 1, roaming around the map and skirmishing well with the rest of Vitality. After picking up a kill onto sprattel at nine minutes, Nukeduck started to snowball out of control.
Game 2 found Nukeduck on Varus, where he enjoyed only limited success. Despite an early Vitality lead, and another game-high in damage dealt to enemy champions with 18, damage, Nukeduck was unable to find kills.
In Game 1, Shook's Nidalee was a monster: counterjungling Gilius, applying pressure across the map, securing kills, including first blood, and taking over the game as a carry jungler should.
Shook's Elise in Game 2, however, left a lot to be desired. Shook looked lost throughout Game 2, despite Vitality controlling the early game.
Shook was often on the wrong side of the map during skirmishes, and generally had a low impact on the game. Analysis: Cabochard's Irelia got off to a strong start in Game 1, picking up an assist as Shook killed Steve for first blood at four minutes.
With Cabochard fed, and Vitality firing on all cylinders, Vitality was able to end the game in 37 minutes on the back of a Cabochard triple kill in Schalke's base.
Cabochard's Kennen was effective early on in Game 2, securing first blood for his team with a TP flank and his Slicing Maelstrom at eight minutes.
As the game went on, however, Cabochard would repeat this play to limited success, as he would get immediately exhausted and killed.
With Cabochard's struggles, Vitality were without engagement options, allowing Schalke to take control of the game with decisive teamfighting. Analysis: Hustlin played excellently in Game 1 on Braum.
He was able to fast push the bottom turret early, but really showed up in teamfights. He effectively blocked damage with Unbreakable and set up multiple kills using Concussive Blows and Glacial Fissure, which allowed his carries to dominate teamfights.
It was a similar story for Hustlin in Game 2 as Braum. Once again he played outstandingly, using his ultimate and passive to set up kills.
Hustlin ended with a series-high 25 assists. He was able to fast push the bottom lane tier one turret early, but gave away a kill after being caught out of position early.
His play was incredible during this series, possibly prompting future Jhin bans against him by other teams. He showed good damage throughout the game, picking up first blood with help from Maxlore onto Betsy.
In Game 2, NighT used Karma's utility in a comeback win. Analysis: Maxlore set up multiple kills in Game 1 on Rek'Sai.
He farmed well during the lane swap and helped NighT pick up first blood, ganking Betsy in the mid lane.
This trend would continue as Maxlore piled on the assists in teamfights, making good use of his knockup to set up easy kills for GIANTS. He was able to deal strong burst damage in the mid and late game to pull GIANTS back into the lead as they took the series sweep.
He was able to pick up kills and assists throughout the game, showing excellent burst damage in teamfights. SmittyJ again used Rumble to good result in Game 2.
He helped fast push down the tier one top turret early, but was unable to do much else. In Game 2, Raise played better on Bard.
Steeelback played well in Game 2 again on Lucian. With his team behind, he couldn't fully carry, but finished the game with only one death to four kills and seven assists.
Analysis: Betsy used Swain in Game 1, but was unable to carry. In Game 2, Betsy used Azir and again struggled. He used his ultimate well to set up kills onto NighT in the mid lane early on, but struggled to carry in late game teamfights as GIANTS finished the sweep.
Analysis: Airwaks struggled in Game 1 playing Hecarim. He used his ultimate to try and scare GIANTS, but with his team behind, they were unable to really follow up his crowd control properly.
In Game 2, Airwaks used Gragas. Analysis: In Game 1, Parang played Lissandra and struggled. He helped fast push the tier one top lane turret and picked up a kill in the first teamfight before falling off.
He was unable to turn the tides for ROCCAT in teamfights, missing multiple roots and dying before really locking down priority targets.
In Game 2, Parang used Jayce and again struggled. He was able to help get ROCCAT off to an early game lead and split pushed in the mid game to take the bottom inhibitor.
Parang has been unimpressive on his signature champion in two tries this split. Analysis: As SKT seems to be in their standard summer slump, Duke is not an exception to the team's underperformance.
He started off the series with a rather underwhelming performance on Rumble. As Ever earned an early advantage in the game, he tried desperately to group with his team, but could not find a favorable ultimate to win fights.
Finding only a single kill, it came from catching LokeN off guard and using his protobelt, flash and ultimate to do so.
As Ever gained dragon control, Duke fell with the rest of his team, leading to 38 minute defeat. He stepped his play up in Game 2 despite a rocky start.
Getting ganked repeatedly, he fell and Ever took another early lead. To come back in the game, he used his teleport and grouped with the rest of SKT to secure a teamfight victory at 15 minutes and pick up back-to-back dragons.
With two Infernal Drakes under their belt, the team was able to secure a Baron and push into Ever's base to secure a quick victory in response.
Duke's success was limited to this game, as he once again was unable to perform in the final game of the series.
Although he didn't do terribly in the game, everyone around him seemed to crumble, with the exception of Bang. Using their momentum, they secured three Barons and five dragons to close out the game in convincing fashion and claim the series win.
With the defeat, SKT is slowly losing grasp of their Playoffs spot and will need to improve if they wish to qualify for the World Championship. They opted to start Blank, which ended up being the incorrect decision.
He started off Game 1 on Rek'Sai and was unable to do much of anything. As Bless gained early control of the map, Blank found no openings to counter him.
As his team fell behind, he didn't attempt to bring the team back, simply farming up as his team continued to suffer. Only able to pick up a single dragon, his pressure didn't come close to Ever's.
As they controlled the rest of objectives, he sat by idly as his team was slowly choked out of the game. Participating in only two kills in the defeat, he was underwhelming to say the least.
Due to his performance, the team opted to sub him out for Bengi for the remainder of the series. Analysis: The series started off with Faker's Azir getting focused early on.
After his team had begun to fall behind, Ever turned focus towards him to keep him from bringing his team back. They did so effectively, unable to pick up kills on him, they simply prevented him from doing much in teamfights.
As his team fell behind, Faker tried desperately to bring them back, picking up all his team's kills but one.
Despite the effort, Ever's early control led them to a convincing victory in Game 1. SKT and Faker answered back in Game 2, determined not to go down without a fight.
Although he fell behind again early, his performance in teamfights shined, turning the game around during a dragon fight 15 minutes into the game.
With a rather low kill count, he moved with his team to pressure Ever and secure objectives to take an early Baron and push into the enemy base.
As final fights erupted, Faker found the upper hand, closing out the game to even the series score. Game 3 saw a substantially different performance, as Faker began to falter.
After Ever's bottom lane roamed early to pick up a kill on Faker, he fell behind as the enemy also picked up dragons.
He was repeatedly focused, making his Karma nearly useless in the game. Ever struggled to close out the game, but picked up several Barons and five dragons to slowly dominate SKT.
Faker was nowhere to be found in the loss, assisting in only one kill in the defeat. With the loss, Ever won the series Analysis: Although Bang often plays Sivir and a supportive style, he is frequently known for picking up a large number of kills and boasting an impressive KDA.
This was not the case in SKT's series defeat as he failed to pick up a single kill until the final game. He fell early in Game 1 just as minions were spawning, resulting in an extremely rough early game that snowballed hard.
As Ever found early leads, he was unable to do anything while his team was constantly caught out. Once behind, there was no way back into the game as he did little more than farm in the 38 minute defeat.
Game 2 saw a much better performance, but he was once again unable to pick up a kill. As the team fell behind early, he held his own in anticipation of a teamfight to bring it back SKT's way.
This finally happened around a dragon 15 minutes into the game, resulting in SKT taking a lead. With their new found dragon, they controlled objectives and slowly choked out Ever to claim victory in just 33 minutes.
Bang kept up his performance in Game 3, but it was not enough. As his team fell behind, he was able to do little more than survive on Ezreal.
When he finally found a kill, it was far too late, as Ever had taken control of the game. His team fell left and right as he was forced to play from behind.
Similarly to Game 1, once Ever had control, they slowly amassed a large lead through objective control that forced Bang to play far back.
Update: Impactful has been suspeneded for four months after it was confirmed he was Elo boosting, Daniel Rosen of theScore reports.
Analysis: Joining Impactful on the suspension train is Papa Chau and k2soju, two players relegated to the bench on their respective Challenger squads.
While the latter two players garnered a three-month suspension from Riot, Impactful was given a four month ban thanks to reports that he provided "significantly more" boosting than the other two players.
He had a hard time in Game 1 while mlxg was able to snowball all of RNG's lanes early. Mata was able to roam around, help get objectives and further pressure RNG's already winning lanes, but MorZB was stuck in the one lane and didn't end up having hardly any use in a game without teamfighting.
Game 3 was the same story, losing in the bottom lane, never getting a chance to roam or create teamfights, and NewBee went down twice before 30 minutes.
It was Game 2 where there was a little glimmer of what MorZB could be able to bring to the party if he was given a slight lead.
Before minions spawned, Mor and HappyY forced Uzi's flash and then punished his immobility, taking his Krug start away and getting an early double kill with the help of Swift when Uzi pushed up too far.
NB was able to use this advantage to not only snowball Swift into finding more successful ganks but also to get HappyY ahead. Analysis: HappyY finished Sunday's series with a 3.
Along with the rest of his team, HappyY had a poor Game 1. Despite the fact that Swift was attempting to focus on ganking the bottom lane, none of them were successful even in gaining pressure because Uzi still pulled ahead in CS.
When mlxg ended up having the first successful kill pressure in the bottom lane instead of NewBee, HappyY was too far gone to have the same kind of impact Uzi was bringing.
HappyY had a bright spot in Game 1, a very impressive showing in NB's one teamfight win. He got his ultimate across three people and then Arcane Shifted back over the blue wall to safely finish off the last remaining member of RNG for an ace.
This advantage was not enough to turn the pressure back against RNG, however, and after respawning, they simply returned to pushing until they won.
In Game 2, HappyY put on the early pressure, getting Uzi's flash by catching him out in the jungles pre-minion spawn. Although it was not a mistake that NewBee can consistently count on anyone making, HappyY and MorZB at least knew how to capitalize on it, invading the jungle early and taking the Krugs away from Uzi to continue their stranglehold.
It was Uzi's mistake to push up in lane aggressively despite being down a flash, but it was still strong duo play by NewBee to pick up the first blood, and when Swift came in it was a quick double for HappyY.
After this, HappyY had the lead and pressure to begin crushing down on RNG, finishing enemies off on the backside of fights with his Curtain Call, although he continuously attempted to use it to start fights or get poke, his aim was not very impressive.
That poor aim came back to bite him when he played Jhin again in Game 3 and ended up with only one assist for the entire game. Without gaining an early lead of his own, HappyY did not have the mechanical skills to compete with RNG, and ended up contributing very little to his team, as they were soundly defeated in under 30 minutes.
Analysis: Dade had a tough series of matches against the top-ranked RNG. In Game 1, he fell heavily behind Xiaohu in farm, and despite the fact that Dade managed to pick up a return kill on Xiaohu when he caught Swift invading, the eventual two-for-one went over to mlxg's Elise, which only furthered his lead and pressure on the side waves.
Dade had some good moves in the mid game, setting up a jungle trap with Swift that caught two. Unfortunately it wasn't enough to make up for how far behind he already was, and Dade's attempts to dive into the middle of RNG and be a tanky Vladimir just ended with him being blown up.
In Game 2, Dade had some really strong play on Zed, having some fancy feet to help escape from certain death until his team could arrive and finding and deleting Uzi right before a big Baron fight.
Despite this, however, we see the same messy play. Even in what should have been a winning matchup, Dade fell behind in farm and couldn't pressure his opponent at all.
After a Dragon fight that NB lost, Dade walked blind into the jungle straight into mlxg and died for free. These kinds of mistakes only grew more apparent in Game 3, where he was no longer bolstered by his team winning early pressure.
Xiaohu ran circles around Dade's Kassadin, and even when all of NB together tried to gank mid, they just could not equal the early game strength Xiaohu had made for himself and Dade, along with most of his team, went down during their own attempts at aggression.
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. The reach and depth of the LPL provides an ideal environment to launch the first League of Legends game in the sports manager genre and create a product that deeply resonates with our fans before broadening to additional regions.
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.
Conversely, drugs with calming effects are also sought after. Some players take propranolol , which blocks the effects of adrenaline , or Valium , which is prescribed to treat anxiety disorder , in order to remain calm under pressure.
The unregulated use of such drugs poses severe risks to competitors' health, including addiction , overdose , serotonin syndrome and, in the case of stimulants, weight loss.
They commonly drink caffeinated drinks or use energy pills. There has been some concern over the quality of life and potential mistreatment of players by organizations, especially in South Korea.
Korean organizations have been accused of refusing to pay competitive salaries, leading to a slow exodus of Korean players to other markets. In an interview, League of Legends player Bae "Dade" Eo-jin said that "Korean players wake up at 1 pm and play until 5 am", and suggested that the hour play schedule was a significant factor in causing burnout.
To combat the negative environment, Korean League of Legends teams were given new rules for the upcoming season by Riot Games, including the adoption of minimum salaries for professional players, requiring contracts and allowing players to stream individually for additional player revenue.
Players must handle their own treatments and carry their own medical insurance, which is the opposite of the norm with professional sports teams.
Since most esports play requires many actions per minute, some players may get repetitive strain injuries, causing hand or wrist pain. Gambling and betting on esport matches have generally been illegal in major markets.
The illegality of esport gambling has created a black market and virtual currency. And since it is not regulated, this may encourage match-fixing by players themselves, and lead to issues with underage gambling due to the draw of video games.
A bright example can be represented by skin gambling , where virtual items earned in games are used as a currency, and it let users bet on the outcome of matches.
The Act prevented all but five states from allowing gambling on sporting events. Some betting houses in Nevada, where sports betting has been already exempted under PASPA, classify esports as non-competitive "other events" similar to the selection of the Heisman Trophy winner or NFL Draft which are considered as legal.
Nevada legalized esports gambling in June , classifying esports alongside with competitive sports and dog racing.
National Collegiate Athletic Association in May , PASPA was recognized as unconstitutional, as the Court claimed that the federal government cannot limit states from regulating sports betting.
This created the potential for legalized esports-based betting in the United States. In , the countries where esports gambling is legal include the UK, New Zealand, Australia, China, Spain, Canada, South Korea, and Japan, and many of them are the international hosts for gaming tournaments.
Just as it happens with traditional sports, bookmarkers and gambling companies do their best to attract as many gamblers as possible.
Yet, one of the biggest issues with the esports gambling industry has been its target audience. Thus, as an important part of the esports audience is underage most governments have been a bit skeptical regarding this market's moral view.
LGD team Dota 2 in August As far as esports gambling goes, most of the bets move within the same nature as they do with traditional sports.
Therefore, most gambling sites offering the booker service allow users to bet based on the outcome of tournaments, matches or special esports titles.
On the other hand, due to the nature of esports, there are plenty of innovative ways to bet, which are based on in-game milestones.
Furthermore, there are different types of betting in esports based on the means of the bet. While an important part of this market is guided by bookers, some games allow bets in their in-game currency.
With the growing popularity of machine learning in data analytics, [ citation needed ] esports has been the focus of several software programs that analyze the plethora of game data available.
Based on the huge number of matches played on a daily basis globally League of Legends alone had a reported million active monthly players worldwide in  and an average of 27 million League of Legends games played per day reported in  , these games can be used for applying big-data machine learning platforms.
Several games make their data publicly available, so websites aggregate the data into easy-to-visualize graphs and statistics. In addition, several programs use machine learning tools to predict the win probability of a match based on various factors, such as team composition.
As more esport competitions and leagues are run entirely or in portion by the video game publisher or developer for the game, the ongoing viability of that game's esport activities is tied to that company.
In December , Blizzard announced that it was reducing resources spent on the development of Heroes of the Storm and canceling its plans for tournaments in This caused several professional Heroes players and coaches recognizing their career was no longer viable, and expressed outrage and disappointment at Blizzard's decision.
The main medium for esports coverage is the Internet. For popular casters, providing commentary for esports can be a full-time position by itself.
In , the Associated Press ' AP Stylebook officially began spelling the word as "esports", dropping support for both the capital "S" and the dash between "e" and "sports" styles, similar to how " e-mail " transformed with common usage to "email".
Many esports events are streamed online to viewers over the internet. With the shutdown of the Own3d streaming service in , Twitch is by far the most popular streaming service for esports, competing against other providers such as Hitbox.
Individual broadcasters can enter an agreement with Twitch or Hitbox in which they receive a portion of the advertisement revenue from commercials which run on the stream they create.
For several years, MLG. YouTube also relaunched its livestreaming platform with a renewed focus on live gaming and esports specifically.
Especially since the popularization of streaming in esports, organizations no longer prioritize television coverage, preferring online streaming websites such as Twitch.
Riot Games' Dustin Beck stated that "TV's not a priority or a goal",  and DreamHack's Tomas Hermansson said "esports have [been proven] to be successful on internet streaming [services].
The first-place team from the University of California, Berkeley received tuition for each of the team's players, paid for by Blizzard and Tespa.
This was the first time an eSport had ever been broadcast on a major American television network. The broadcast was an attempt to broaden the appeal of esports by reaching viewers who would not normally come across it.
However, the broadcast was met with a few complaints. Those living outside of the United States were unable to view the tournament.
Additionally, the tournament could not be viewed online via streams, cutting off a large portion of viewers from the main demographic in the process.
The tournament, filmed at Turner's studios in Atlanta, Georgia , is simultaneously streamed on online streaming websites and TBS on Friday nights.
He felt that higher quality productions, more in line with those of traditional sports telecasts, could help to broaden the appeal of esports to advertisers.
TV 2 , the largest private television broadcaster in Norway , broadcasts esports across the country. Nielsen Holdings , a global information company known for tracking viewership for television and other media, announced in August that it would launch Nielsen esports, a division devoted to providing similar viewership and other consumer research data around esports, forming an advisory board with members from ESL , Activision Blizzard , Twitch , YouTube , ESPN , and FIFA to help determine how to track and monitor audience sizes for eSport events.
From Wikipedia, the free encyclopedia. This article is about video game competitions. For simulated sports in video games, see sports game.
For multiplayer games in general, see multiplayer video game. Main article: List of esports games. See also: Video game design. Further information: LAN Party.
See also: List of esports leagues and tournaments. Main article: College esports in the United States. Further information: Professional ethics. This section needs expansion.
You can help by adding to it. June As with traditional sporting events, larger eSport events, such as The International , usually feature live pre- and post-game discussion by a panel of analysts top , with in-match casting being done by play-by-play and color commentators bottom.
Internet Research. Retrieved 15 August The Verge. Retrieved 9 October Retrieved 21 May Retrieved 8 October PC World.
Retrieved 7 October Bloomberg Businessweek.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 blackoutstheband.com've also got videos focuse. Vote for your All Stars now. Der Titel fasziniert weltweit über Millionen Spieler im Werder West Ham Live. Daher sind bei aktiviertem Adblocker unsere auf Sport1. Ich bin mir sicher, dass der Esport weiterhin wächst und Spiele Tipp24 Spielgemeinschaft Erfahrungen League of Legends zunehmend an Popularität gewinnen. Den Begegnungen von Königsblau folgen wöchentlich im Durchschnitt etwa