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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.

An aggressive double teleport to the bottom lane appeared to put Phoenix1 in good position to secure a major teamfight victory, but they had not anticipated Bjergsen also teleporting in and saving his AD Carry as well as completely zeroing out Mash with a well placed double bomb.

This fight, which ended in a kill and some assists for Doublelift, completely negated whatever lead Mash had found in the early game. He quickly lost his turret, lost Dragon control, and lost the superior damage in teamfights.

Tie that in with his questionable mechanical play and he ended up not even being able to take Bjergsen out cleanly in a 1-vs Game 2 all came down to a lack of initiative.

Mash was already losing out due to a very clever delayed lane swap from TSM that denied a great deal of farm. Mash's first Ashe arrow ended badly, leaving Gate all alone in what was supposed to be an aggressive position but instead left him out for TSM to descend upon.

After that, there were a few more arrows, most of which hit Biofrost but secured a couple of kills. The issue was that Mash was never firing them.

He wasn't looking for initiations or picks, probably because he was too afraid of TSM's power, and so his Ashe went to waste and P1 had no hope of getting back in the game after only eleven minutes.

Analysis: Gate had a very sloppy series, finishing with a. He had a few good plays, helping Mash secure first blood on an over-extended Hauntzer, and killing Hauntzer top with zig, but his performance in teamfights was just abysmal.

His Bard ultimate was not just ineffective; on multiple occasions it saved the enemy it was meant to lock down. When Bjergsen was caught in mid it gave him the time to wait for his team to arrive and the Trundle pillar to disappear.

Gate also showed poor communication with his team, laying down Tempered Fate when another member of his team was about to land a skillshot on the enemy.

His play on Braum in Game 2 was mechanically better, though Braum has less chance to actively hurt his own team with his abilities than Bard does.

Gate was finding himself consistently caught out, sometimes through his own fault and sometimes because he was ready to back up a teammate that then bailed because it was no longer a good play.

Some of Gate's trouble in the match against TSM was the inconsistency and poor cohesion of the entirety of Phoenix1, but a good deal of it was his own poor mechanics and teamwork.

Analysis: Hauntzer is better than the performance he had against Phoenix1 on Saturday. The only explanation is the overconfidence that comes with being the best team in the league facing the worst team, and overconfidence is something that has plagued TSM and especially Hauntzer in the past.

TSM is used to playing an intensely aggressive game, where Hauntzer gets ahead in the lane swap because of tempo and all three lanes win and snowball the game.

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. Because of that, instead of adjusting his play and reverting to a safer, more defensive style where he waits at the turret, Hauntzer pushed up way too far to reach the minion wave and was punished for his hubris.

He gave over first blood to Mash and map pressure to P1 and didn't even learn from his lesson, pushing too far out in his lane again and again giving four free kills over to P1.

Even though Hauntzer brought his scoreline back up through his usual excellent play in teamfights, it didn't dismiss the fact that Game 1 was not the stomp it should have been.

Game 2, Hauntzer again made risky decisions, sticking around for more CS than the traditional lane swap, but he played it much more carefully and ended up with a lead.

He extended that lead when the rest of his team zoned off zig and killed him a couple of times. Although Hauntzer didn't end up being involved with the rest of the map for the majority of the game, he kept up the pressure on zig, keeping him from becoming a meaningful tank.

Hauntzer is a brilliant top laner, but his confidence can at times get the best of him, as seen in Game 1.

Analysis: In Game 1, Mikyx used Karma. Things started off rough, as Mikyx was killed during two separate ganks in the bottom lane. Those were his only two deaths of the game though, as he was able to help Splyce take a close Game 1.

He poked down Vitality with Inner Flame and was able to effectively speed up his teammates for engages while using his shields to keep them safe when they sieged.

In Game 2, Mikyx used Bard and was able to effectively set up kills. After another close early and mid game, his Tempered Fate and Cosmic Binding combination in the late game allowed Splyce to win teamfights.

This was a well played series from Mikyx and Splyce as they upset Vitality in excellent fashion. Analysis: Kobbe was given his best performing marksman in both games against Vitality and he made it count.

He picked up his first kill in Game 1 catching kaSing out of position and then took it slow until the final teamfight. In said fight he picked up a quadra kill to help Splyce close out the victory without dying.

In Game 2, he lacked the kill upside, ending with only two, but still dealt massive damage for Splyce. He picked up a double kill after Vitality secured Baron, preventing his opponents from utilizing the buff to it's full potential.

While he had a low kill total, his eight assists in Game 2 were more than his support's assist total. Analysis: Sencux showed off some good Azir mechanics on Friday.

His use of the Shurima Shuffle usage was on full display. In Game 1 he picked up two kills, but scaled nicely into the mid game. Answers go live every other Thursday at pm PT.

Today we are excited to announce LoL Esports Manager, a new game that puts you in the role of a team manager leading a top-tier professional League of Legends team.

First launching for the LPL in , LoL Esports Manager will provide players with the full experience of what it takes to run an esports team through major decisions that include: strategy selection, pre-match bans and picks, and winning the off-season by building the best team possible.

The game will create unique moments only possible through the collection of popular pro players to create never-before-seen rosters.

Using gameplay that combines esports strategy with a brand new AI system, the title will create a tactical experience bespoke to LoL Esports. 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. Retrieved 19 January Racer Gaming Chairs. Retrieved 1 August International Journal of Communication.

Electronic Games. March Retrieved 1 February Retrieved 18 September Sunday Star-News. Retrieved 20 September Oxford American. Archived from the original on 29 February Retrieved 17 September Video Game Invitational: This is what we used to watch".

Tech Crunch. Retrieved 30 September TV Cream. Retrieved 14 June UK Gameshows. Labyrinth Games. Retrieved 1 July Electronic Gaming Monthly. Archived from the original on 14 March Retrieved 17 April Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time.

The New York Times. Retrieved 13 June Korea's Online Gaming Empire. MIT Press. Retrieved 12 June Raising the Stakes: E-Sports and the Professionalization.

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