Riot has announced changes to the pick-ban phase of professional play, increasing the numbers of bans from six to 10. The changes will include a pick-ban system that is segmented into four phases instead of two as it was previously.
The changes to the system are listed below and have given the blue side first pick and first ban in the first two phases, while the red side has the first pick and first ban in the latter two phases. Red side will have the counterpick in both stages of picking champions, and has a doubled up pick and ban at the end of Pick Phase 1 and start of Ban Phase 2. This is counterbalanced by a double pick on the blue side.
The changes to the system come as professional players and spectators complained about the lack of diversity in picks and strategies due to the limitations of the existing pick-ban system. The segmented system serves to provide that diversity, by allowing adaptability against compositions. A leaked copy that was similar to this format was reported earlier as the Singaporean leagues's pick-ban system.
While the system is coming into professional play, it will take some time to come to ranked queues. Riot stated in their release that, "Revised pick/ban for regular play will come somewhat later than the changes in organized play. We’re still assessing what style of pick/ban changes makes the most sense for regular games, given the different circumstances (unfamiliar allies, lack of information about your opposition)."
The new system will also come into effect in the NA Challenger Series, according to J.T. "Tiza" Vandenbree, senior esports coordinator for Riot.
Gabriel Zoltan-Johan is a news editor for theScore esports and the head analyst for the University of Toronto League of Legends team. His (public) musings can be found on his Twitter.
Riot explains Chronobreak
Thumbnail image courtesy of Riot Games
Following the first use of the League of Legend's new recovery tool, Chronobreak, in FlyQuest's match against Cloud9 on Feb. 13, Riot Games have released a blog post explaining the feature in-depth.
With five major regions, the NA LCS, EU LCS, LPL, LMS and LCK, in addition to the Wildcard territories, League of Legends has spread across the world. However, how international are those five major leagues?
According to this infographic theScore esports put together based on rosters from lol.esportswikis, while the LCK, LMS and LPL are largely homogeneous, the NA LCS and EU LCS are very international. The EU LCS is the most diverse with players from 18 countries, but the NA LCS has more than half as many Korean players as it does North American ones with 15 Korean players against 20 Americans and six Canadians.
Interestingly, the LMS has only one import, Canadian-Hong Kong dual-national Anson "Empt2" Leung, while the LCK is the only major region without a single import.
In total, Korean's make up more than a third of the five major regions with 100 players across the leagues against 187 players of other nationalities.
Sasha Erfanian is a news editor for theScore esports. Follow him on Twitter, it'll be great for his self-esteem.
Graves is one of the more difficult champions to master due to his shotgun mechanic, a unique and interesting way to classify auto-attacks.
As a result of this, he has an intense amount of interesting mechanics and tricks that let him feel way more satisfying to play. With these tips and tricks in particular, you can tell your opponents that the buck(shot) stops here.
1. Graves knocks back jungle creeps and minions, so constantly kiting is important when jungling instead of sitting still and auto-attacking 2. Graves' auto-attacks deal more damage to all targets, including towers, if he stands next to them and lets all the pellets hit them 3. Graves' ultimate does more damage in its initial hit than the cone it produces after it hits its first target 4. Graves gains more armor and magic resistance if he dashes towards his enemies, but it doesn't have to be directly. He can dash diagonally and still get the extra stacks but not expose himself to as much danger 5. Graves' Q activates its second damage trigger much quicker when it hits a wall, so try to line up your burst on targets closer to walls if you have the luxury 6. Graves' Q bounces back quicker on champion-made terrain, e.g. Jarvan's ultimate, Anivia W, Trundle E, and Taliyah ultimate. 7. Graves' auto-attacks hit the first thing in front of them, so if a minion or tower is in front of your target, the pellets will hit that minion or tower instead. Being aware of this will make you a better Graves and better at understanding your limits. 8. Graves' W triggers a blindness that, after 1 second, can let Duskblade's true damage work again
When building Graves, there are many options that allow you to thrive in different kinds of situations. His innate synergy with raw attack damage, the lethality items, and health and shield items give him some leeway in what he is allowed to build to stay relevant.
However, that doesn't mean that you can just avoid building certain items. A distinct core that includes early attack damage is key to making sure Graves stays relevant in the early and mid game. Afterwards, he has a lot of flexibility based on the enemy compositions, broadly listed below.
Thanks to his high burst damage and mobility, the rough and tumble Graves, is a ranged jungler that can wreak havoc on opposing laners.
A ranged carry by trade, Graves is fairly unique in the current meta when compared to other ranged junglers like Kindred, who have not seen many changes in the meta go in her favor. Graves also boasts fairly tanky stats and a passive that gives him invisible armor and excessive tankiness as long as he stays in fights and keeps pumping his double-barrel shotgun.
Scaling Health Yellows
Scaling Magic Resistance Blues
Attack Damage Quintessences
As Graves, you don’t need AD as much as other junglers because of the unique way that you clear camps. Remember that you have the ability to push creeps back (and take less damage as a result of your auto-attacks and the True Grit passive).
Because of this, lethality allows Graves to better scale as he farms out his early game. And if you do opt for more lethality items, the penetration will be devastating in teamfights, especially for your spells and close-up auto-attacks.
It's because of your True Grit passive and early itemization towards resistance that scaling health yellows are best. The ability to kite and take little damage from the early jungle means you're able to take full scaling health yellows without much downside. Keeping yourself healthy in the jungle through kiting also means that getting invaded isn't too disadvantageous to these runes. Scaling magic resistance blues adds to your tankiness, but attack speed blues may also be a viable option if you feel there isn't enough magic damage on the enemy team.
Finally, attack damage quintessences keep your damage relevant early as your lethality scales from it's starting value of 60%.
Though the Ferocity tree (specifically Tier 4) was brutally nerfed in Patch 7.4, it's still worth putting 12 points in it to maximize your damage. Taking Sorcery is a good boost to your burst combo, but Fury is just as viable to speed up your reload for more buckshots in sustained fights.
Bounty Hunter gives you more damage in all situations, including combat with minions or neutral objectives. Double-edged Sword is a reasonable substitute for immediate damage.
Putting 18 points in Cunning allows for specialization in more lethality and Thunderlord's Decree, further adding to your burst damage. Getting Greenfather's Gift helps with your jungle clear and with your burst at later stages. Taking Assassin can help you with invades or catching people out of position. Meditation is less necessary because you don't consume mana as readily as other champions, so your first blue buff should be sufficient.
Starting with E actually allows Graves to clear faster, as its cooldown is lowered by attacking enemies. As a result, Graves not only gets tankier, but it also increases his kiting capabilities which will allow him keep himself healthier in the jungle's early stages while doing more damage to camps at Level 1.
First six levels: EQQWQR
Maxing Q should be first on your list as it gives you the most damage while maxing E out second gets you additional resistances and a quick extra buckshot that gives you more damage than taking levels in W. Consequently, taking W last is most appropriate, though a point in it early can help your kiting and let you chase enemies while serving as an additional way to trigger Thunderlord's Decree. Always take your ultimate when you can, as it gives you the most amount of damage when you level it up.
Graves has early itemization around his jungle item and lethality. The main reason he does this is because Graves wants red smite in solo queue in order to increase the damage dealt once he sticks to a target. However, in more organized games, it's perfectly appropriate to go with Tracker's Knife.
Skirmisher’s Sabre (Warrior)
Edge of Night
Duskblade of Draktharr
Sterak's Gage is an emerging item that is valuable to carries like Graves, and the health and shield synergize with him in particular thanks to his True Grit resistances, as well as those from Ninja Tabi and Edge of Night. Duskblade of Draktharr is useful for the extra true damage as well as an extra sweeper and out of combat movement speed to weave into fights and chase down fleeing targets.
Graves excels at two main things in the early game: power-farming and counterganking. As Graves, you want to farm up like any other ranged carry in a safe and secure way. Tracking jungle movement is key, and when the jungler is revealed, using their CS numbers can help you extrapolate which camps they've taken and which camps you have the opportunity to rotate into if they've been left up and the enemy is far away from them. As a counterganker, Graves is happiest when his enemy commits their dive and burst just as or before he gets into a fight, allowing him to chase down and clean up accordingly should their gank go awry.
This divides Graves' role into two simple metrics. If you are tracking the enemy jungler and know they are in the same half as you are, be prepared to countergank. Otherwise, if they are on the opposite side, be prepared to invade in order to get vision or steal away camps and get a sizeable experience and gold lead.
The mid game is all about using your powerful burst to completely decimate your opponents. As you have access to your ultimate and jungle item, your burst combos and sustained damage are massive, so focusing on ganking and diving lanes where your allies have crowd control or your enemies have blown summoner spells and are at low health will be more appropriate than your early gameplan.
As Graves opts into his second and third items, he becomes a bit more of a frontline presence as well, as he's able to siege effectively and play in front of his backline carries. His smokescreen also provides great utility in siege situations or in contesting neutral objectives. His ultimate also contributes to burst that can be used with smite to secure neutral objectives, but also clear creep waves quickly.
Graves' late-game plan is all about using your combos to annihilate squishy targets and his strength lies in his ability to kill enemies quickly from a long distance, making frequently used items such as Redemption less effective because there is little to no reaction time to Graves' combos.
Graves has insane combo potential as his abilities can cancel into each other, as well as into or out of auto attacks. Here are a couple of combos that are fundamental in understanding how to weave Graves' abilities and attacks into one another.
The auto before the ultimate is necessary because you otherwise would not be able to dash during your ultimate. It's all about the ability to cancel one into the other, so timing isn't as necessary as hitting the buttons in their correct order.
The above is a more simple combo in theory, but it's all about the timing of the second auto-attack. If you attack click immediately as you E, you can start your auto-attack on the frame that you come out of the dash animation. This can be surprising to enemies given Graves' generally slower attack speed, and combined with another spell can trigger Thunderlord's Decree very quickly.
Gabriel Zoltan-Johan is a News Editor at theScore esports and the head analyst for the University of Toronto League of Legends team. His (public) musings can be found on his Twitter.