Dyrus on burnout, professional play and the state of the game

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Thumbnail image courtesy of Riot eSports Flickr

One of the most prominent names in League of Legends streaming, Marcus "Dyrus" Hill made a name for himself as a legendary top laner in North America. Before his retirement at the end of the 2015 season, Dyrus had attended every World Championship, attending the Season 1 World Championship on Epik Gamer and Team SoloMid the following four years. Speaking with theScore esports, Dyrus talked at length about the strain of being a professional player and what North American teams need to do to become international threats.

What are the differences between being a streamer and a pro?

The thing about streaming and being a pro is it's not about having more time to yourself, it's about how much time you actually put in to it. Streaming and YouTube can be just as time consuming as being a pro, it's just being a pro can be a little bit more stressful because you're expected to perform.

What are your thoughts on the state of the game?

Since I left ... it seems like the same stuff every year. Maybe different rosters, I guess this year there's more Korean imports, [but] it's just the general idea of League of Legends every year. Koreans dominating, China's runner-up, and Europe and North America are always fighting for third. But then there's like the other regions that are also really good, too.

At the start of the season, it's always exciting because there's all these roster changes and it's like, "Oh wow, this is a dream team, they're going to be so good!" And then it goes toward the end of the year and it's like, "Oh wait, they're not that good, they can't make their team godly just because of one or two players. It's actually a team game." It's just a cycle of new fans coming in and saying dumb stuff and older fans seeing it's the same stuff. The only time anything exciting happens is either when it's a roster change or it's the quarters, semis and World Finals.

Right now, the stereotype for that is World Finals is probably going to be Korean versus Korean teams so people kind of — for me, it just feels the same. I enjoy watching some of the matches, I enjoy watching TSM and supporting them because they're actually so good as a team right now, so it makes me really happy that all the things I've done in the past have built up as a learning experience for what they have today, but it's just kind of weird watching instead of playing.

What are your thoughts on Doublelift coming back to competitive play with Team Liquid?

I think what he did was very smart. It was good for me because me and him stream at the same time but, at the same time, I should still just compete with myself for streaming. I think that, if he does carry Team Liquid, that raises his net worth as a player — [his success] wasn't just a fluke because he was on TSM with four other really great players. It doesn't mean he can't join Team Liquid. If he can shot call or maybe if it was the coaching, I guess we'll see within the next two or three weeks. But, if he wins, then when he decides to come back to pro play, which is what he's expressed in the past, he'll have more leverage. I'm sure that will probably affect his salary and affect what he wants in a team for him to try to succeed in his interests.

Is there anything that could bring you back to professional play?

When I first started into the pro scene I was like, "Wow, I get to play against all these good players, I get to improve, I get to have so much fun, I can practice with my team." But over time, it just became the same thing every year without actually succeeding at winning the whole thing. Whether the region was too weak or we couldn't learn fast enough or you know, something went wrong in a high-pressure situation it was just something that wasn't for me after a while. So, I would probably never go back unless my streaming career died.

Burnout is more of a topic nowadays as the LCS gets older. Do you think the stress felt by a professional player allows for a long career?

My problem as a pro player was that I started when it wasn't like this super serious thing. We would stream scrimmages. We just went to out first gaming house, we didn't know how big League was going to get. It was just for fun then it turned into something serious where it's like, "Alright, we're going to work hard to win Worlds." ... So I transitioned from some random kid playing solo queue on stream to an actual pro player. I didn't even realize I was a pro player until Season 3 ... It became a legitimate thing where LCS and League and Twitch viewership was a big thing, where if you're successful and you do good you can make a lot of money.

It went from fun to serious to way too serious to the point where I was... Basically, what happened for me, I would practice really hard and get really good and then I'd be like, "I'm pretty damn good, I'm going to go play some Counter-Strike in my off time." A good example of that was last last year, MSI in Florida where we won IEM before that and then we went to MSI. I played more Counter-Strike than I played League.

After we lost at MSI, I played an unreal amount of League. I got really good again, and what happens when you put too much time into League is you get really good and when you become really good at the game, you expect your teammates to do the same. So what would happen on TSM is I'd be doing really good in practice and I would expect my teammates to do certain things and when they didn't I would get upset and that would lead to arguments, passive aggressive remarks. That's where coaching would come in, that's when player synergy comes in, working as a team. I was the kind of person where, if I was the oldest person on the team, then I probably wouldn't be doing too good because I'm not too good in a leadership role. I wasn't able to lead my fellow teammates and so that leads to being burnt out — why even try?

It's just a really, really hard grind and I feel like with different people or different aged teammates or a different aged coach it would be different for me, but overall there just needs to be a really balanced system and the player has to want to play.

If you would have had that support, do you think you would you have remained a player for longer?

The thing is, I played the game for so long that I don't really, I didn't feel the motivation to go for it again because I've tried so hard so many times. It doesn't always work out the way you want.

Another example of that is, so Doublelift is one of those players that has played as long as me. But the difference between me and him is that I've gotten to go to Worlds more and he's been on more unsuccessful teams and he hasn't been expected to perform at the very top for every single year while the team I was on always had the best players, always was the best team in NA except for that one time Cloud9 came on top.

I burned out from every time that I went to Worlds. I was always trying to practice hard and I was always trying to do my best but I always choked in the end because, there's always a lot of unforeseen and unlucky circumstances that happened. But, I never talk about it because it looks like excuses and it just looks bad so, I mean, I would just have to work harder and make it work. So after all the times that I've went, it's just the one time I took a break which was after Season 4, which was probably my best season, I became really bad at the game because I completely stopped playing League for two weeks then I had to relearn it and for that year, it was just awful for me. I just was like, "Alright, I can't do this any more." Because it's just too taxing mentally and I need to have a different kind of lifestyle.

I feel like if I went back to pro play today, I would not burn out as easily because I'd probably have a mindset and goal but I don't think I would do it for very long. I'd probably just do it for like one or two years.

Do you feel that support staff will help players pursue a pro career in esports?

Any kind of help, whether it's a coach, or analyst, or just having someone giving them a second opinion or reassuring them of their confidence — it would definitely, 100 percent help. The thing is, TSM always offered that but the players themselves don't even know if they need it or not.

When I was on TSM it was like, "Alright, if you guys need a psychologist or whatever you need, we'll provide it." But the thing is, as a player, I didn't even know what I wanted so I think any kind of support helps. It's not only how much you want it but how comfortable are you with your team? Whether everyone speaks English or everyone shares the same views for having fun and stuff. Getting along is super important because when things come down to the wire and it's super high pressure, that's going to mean a lot when you know you can have each others' backs so definitely, any kind of support really, really does help.

What do you think the NA teams need to do in order to catch up to Korea?

I feel like Korea is starting to implement subs more, and I feel like North American teams don't put every single bit of resources into trying to win Worlds. I feel like a lot of North American teams are there just for the benefit of being a pro team and that, while they do want to win, it's not on the same level as in Korea. Korea's just had a better infrastructure for a long time because they had StarCraft back then. I can't really say for sure on why just because of the players and infrastructure, there's so many things that people can blame.

Honestly, if I knew the solution then we probably wouldn't even be having this conversation and even if the solution is known, it's just business for a lot of people, you know?

This interview has been edited and condensed for clarity. Interview conducted by Dennis "Tarmanydyn" Gonzales. You can follow him on Twitter.

Kristine "Vaalia" Hutter is a news editor for theScore esports. You can find her on Twitter.

Best Skin Concepts: Lee Sin, the Blind Monk

by 15h ago
Thumbnail image courtesy of no crowns for kings / Tumblr

Skins of the Week is a weekly series that highlights the best skins and skin concepts for a heroes, champions and characters across a variety of games.

This week, we're focusing on League of Legends' greatest martial artist, Lee Sin, the Blind Monk. With a new skin set to debut soon, we're taking a look at the best skins and concepts for LoL's ubiquitous jungler.

God Fist Lee Sin

Lee Sin's moniker is "The Blind Monk," so it seems a bit silly to create a skin that is defined by Lee Sin being able to see normally. That said, for every Lee Sin player who has ever gotten tired of the constant jokes about being blind, God Fist Lee Skin is the skin for you.

Beyond the inclusion of sight, God Fist Lee Sin has a great silhouette, which seems more than slightly similar to Marvel's Iron Fist. Personally, I can't wait until Riot releases Super Ultimate God Level Tier Lee Sin, which will likely feature gigantic hair for no real reason.

Red Demon Lee Sin

by mist XG

Taking Lee Sin in a completely new direction, this 'Red Demon Lee Sin' by mist XG turns the peaceful, meditative monk into a fighter bent on destruction. The greaves and gauntlets are the highlights of this concept, showcasing just how deadly Lee Sin can be. Twisted and dangerous, Red Demon Lee Sin is a solid concept for a darker, evil version of the well-loved champion.

Traditional Lee Sin

by no crowns for kings

Outside of his default appearance, Lee Sin's skins gradually move further and further away from his moniker. But no so with this skin, which is inspired by traditional clothes worn by Chinese monks.

While the beads are a nice touch, it's the sashes that flow outward from his back that are the highlight of this concept. They could provide some great animations were this concept to become reality. This twist on Lee Sin's title is colorful, exciting, and makes me wish it was available for use.

Dragon Priest Lee Sin

by Beastysakura

Dragon Priest Lee Sin is certainly more beastly than what one would expect the monk to be. Much like Red Demon Lee Sin, this concept features greaves to emphasize his deadlier aspects, though the primary draw this time are the monstrous face and hands. While Lee Sin is normally fierce yet retains an air of peace, this Dragon Priest variant is more animalistic, more tortured, yet undoubtedly just as cool to imagine as his other skins.

Galactic Pilgrim Lee Sin

by narm

Lee Sin in space is just a great image in and of itself, but this skin concept takes the idea and runs with it to a strange yet awesome conclusion. Galactic Pilgrim Lee Sin has a lot going on for him, with the color scheme and shock gauntlets being at the forefront, but it remains recognizably Lee Sin as its core.

Preston Dozsa is a news editor for theScore esports. You can follow him on Twitter.

Tainted Minds release statement on OPL contract dispute

by 1d ago
Thumbnail image courtesy of theScore esports / Tainted Minds

Tainted Minds have spoken out on the ongoing contract dispute with their former OPL roster, stating that conditions in their team house, amongst other allegations, were not severe enough to allow the players to attempt to terminate their contracts.

On Feb. 13, Ryan "ShorterACE" Nget, Tristan "Cake" Côté-Lalumière, Aaron "ChuChuZ" Bland, Andrew "Rosey" Rose, the team's coach, Nick "Inero" Smith, and manager Fasffy left Tainted Minds' Strathfield team house after retaining a lawyer, Matt Jessep, who advised them to send notices of contract termination to the organization over a number of contract breaches.

RELATED: Former Tainted Minds coach alleges team was mistreated by org, players reportedly in contract dispute

Many of the players' complaints revolve around perceived inaction on the part of Tainted Minds in regards to addressing issues such as unstable internet and electricity in the house as well as the general sanitary situation. But, the organization's statement says that it was difficult to procure solutions because of a number of factors including difficulty getting in touch with contractors due to the Australian holiday season, a record-breaking heatwave and the fact that the house was a rental property.

"Tainted Minds acknowledges that issues arose with their gaming house but by the time of mediation with Riot on February 6, 2017, it appeared the majority of the issues had been resolved, although a few minor problems remained," the statement said. "These minor issues were subsequently resolved. Because of this, the notices of termination came as a complete surprise to Tainted Minds, especially after a win the day before."

However, according to a counter-statement from Fasffy, the issues had remained serious even after mediation.

"We still had no extra council [garbage] bins, power in the house was still tripping, we still had internet issues, we still didn’t have the pc’s we were promised," she wrote. "3 times random people showed up at the house, we didn’t know when they’d be coming and we'd lose practice. We didn't know when people would be coming. So most importantly.. we were still NOT ABLE TO PERFORM OUR JOBS OUTLINED IN OUR AGREEMENTS."

While Tainted Minds acquired four players to create a new OPL roster to fill in for the rest of the season (one player from the original team stayed on), the org refused to acknowledge that the rest of the original roster's contracts had been terminated and kept them signed on Riot Games' official contract database.

"Tainted Minds was advised by their legal counsel that the grounds disclosed for termination were not legally sufficient under the termination provisions in the team members' contracts and were therefore of no effect," the organization said in their statement. "Tainted Minds had invested a significant amount of money in the players and held them to their legal contracts. It was also believed that this would set a bad precedent for the industry if players could ignore contracts and walk from a team at any moment without following process."

While the original roster accused Tainted Minds of breaking Riot regulations by having a 13-player roster on the contract database and attempting to cover it up by changing the "date modified" field, according to a statement from Riot OCE, a temporary exception was made for Tainted Minds and the database failed to update properly.

RELATED: Riot OCE responds to Tainted Minds controversy

While Inero and ShorterACE have settled with Tainted Minds and ChuChuZ retired from competitive League, Rosey and Cake are still signed to the org on the contract database. On Mar. 22, Cake publicly released an extensive database of chat logs documenting conversations between Inero, Fasffy and Tainted Minds between November and February. This database was previously made available to the press, including theScore esports.

"I am only releasing this to cover my reputation and seek recovery for the damages they have caused me by restraining my ability to play for the rest of split 1, when my contract has been legally terminated," Cake wrote in a Twitlonger. "Tainted Minds declined arbitration offered by Riot NA a few weeks ago, but are suddenly interested in it, after a few of my friends have been released, and after I threatened to release the chat logs. If all those proofs are not enough to get Tainted Minds a competitive ruling from OPL, I will make sure to find more."

According to Tainted Minds' statement, while they attempted to negotiate a settlement with Cake, the 22-year-old Canadian refused and sought out damages for the time he was unable to play.

"The additional terms of the settlement were that neither party acknowledge fault and that both parties release a joint statement to express their regret in the situation and wish each other the best in their future endeavors. Tristan declined this to which his legal representative immediately emailed back to say Tristan would consider the offer," the statement said.

"March 17th Tristan then threatened to release confidential communications unless he was paid $10,000 USD. Even still TM reiterated the previous offer to him with one more chance to sign, which was declined."

According to Cake, while he did ask for $10,000 in damages in exchange for signing the settlement agreement, he only said he would release the chat logs after negotiations with Tainted Minds broke down.

"I asked for money to cover some of my damages and also for my reputation being hurt signing that deed with them after going public. It was the amount i was willing for my reputation to take a hit," he told theScore esports.

"In [one] email I mention chat logs going public, but that was after I publicly said that I would release stuff in 24 [hours]."

Tainted Minds' statement also leveled serious accusations against Fasffy, saying that many of the issues have arisen as a result of the quality of the contracts. According to Tainted Minds and the player's database, Fasffy brought forward a personal friend whom she appeared to present as a "practicing lawyer" in the players' chat logs. She allegedly said her friend could draw up contracts for free on the condition that the contracts not be re-used outside of the agreed upon players and personnel.

However, Tainted Minds said that after confronting Fasffy about contacting the captain of their recently-acquired CS:GO squad about the terms of their contracts, Fasffy then requested they pay her friend a fee because they broke his terms and used his contracts outside of their intended purpose. The incident appears to arise in chat logs from both from Tainted Minds and the players' database.

Though Tainted Minds say Fasffy would not initially share the friend's full name or contact information, relaying their negotiations through herself, their own lawyer discovered Fasffy's friend was not a fully-licensed lawyer.

"It was discovered that the individual was not a certified, practicing lawyer but 'someone that works at [redacted] Legal,'" the statement said. "However, we emphasise that the person represented as a lawyer, never made that statement themselves and it was only ever Fasffy who referred to them as a 'lawyer.'"

While Tainted Minds were previously accused of missing payments, they said in their statement that they held back payments from players who had not properly filled out tax documents.

"Player payments provided by Riot were paid immediately to players who provided compliant tax details to Tainted Minds. 49% was withheld from players who had not, as required by law and the Australian Tax Office (ATO)," the statement said. "Under the agreement, TM has the right to make such deductions to meet its legal requirements. These player payments have since been made in full upon request from Riot. All other relevant player monthly / OPL match payments / valid invoices were paid on time and in full and complied with Riot payment schedules"

Cake confirmed in a counter-statement that he has since been paid the sums he previously said he was not paid.

While Fasffy has also accused the organization of failing to remunerate her after working hefty amounts of overtime and also paying household expenses out of pocket, the statement says there was "considerable doubt over the billable hours claimed, these include 24 hour days which under no circumstance would be requested by management for health and safety reasons and general welfare of the individual."

Tainted Minds said that while they did review her contract with the intent of drafting a new agreement that better reflected her responsibilities, she and the players left before that process was completed.

"Even in mediation you would not pay me for the previously agreed upon necessary overtime worked unless I’d signed a new contract," Fasffy wrote in a counter-statement. "I did not refuse to accept a new contract, I simply stated that I was not comfortable going into new contract negotiations until the outstanding and and old issues were resolved and that it looked like you had no intention of paying my ... December overtime so it looked like we were not going to be able to move forward from this."

On March 16, Riot Games announced that they would be investigating the Tainted Minds situation alongside Riot OCE. The results of the investigation should be released later this week.

Sasha Erfanian is a news editor for theScore esports. You can follow him on Twitter.

Best Rumble builds

by 1d ago
Thumbnail image courtesy of Riot Games

Rumble's builds as an AP carry are pretty varied beyond his core of early magic penetration. As such, he has some unique build paths based on the enemy composition and how he chooses to deal damage or deal with the mix of damage presented by the enemy team. Because of Rumble's early health through Liandry's, runes and masteries, resists are particularly potent in making the firestarter as durable as he is damaging.

RELATED: A guide to Rumble

The Classic

  1. Doran’s Shield + Health Potion

  2. Haunting Guise

  3. Sorcerer Shoes

  4. Liandry’s Torment

  5. Zhonya’s Hourglass

  6. Void Staff

  7. Rabadon’s Deathcap

  8. Guardian Angel

Against Heavy AP

  1. Doran’s Shield + Health Potion

  2. Haunting Guise

  3. Sorcerer Shoes

  4. Negatron Cloak

  5. Liandry’s Torment

  6. Abyssal Scepter

  7. Zhonya’s Hourglass

  8. Void Staff

  9. Guardian Angel

RELATED: 8 quick tips for Rumble

Against heavy AD
  1. Doran’s Shield + Health Potion

  2. Haunting Guise

  3. Sorcerer Shoes

  4. Liandry’s Torment

  5. Zhonya’s Hourglass

  6. Void Staff

  7. Rabadon's Deathcap

  8. Guardian Angel

Against majority squishies
  1. Doran’s Shield + Health Potion

  2. Haunting Guise

  3. Sorcerer Shoes

  4. Liandry’s Torment

  5. Zhonya’s Hourglass

  6. Void Staff

  7. Rabadon's Deathcap

  8. Guardian Angel

Against majority tanks
  1. Doran’s Shield + Health Potion

  2. Haunting Guise

  3. Sorcerer Shoes

  4. Liandry’s Torment

  5. Zhonya’s Hourglass

  6. Void Staff

  7. Rylai's Crystal Scepter

  8. Rabadon's Deathcap if ahead, or Luden's Echo if even or behind

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.

8 quick tips for Rumble

by 1d ago
Thumbnail image courtesy of Riot Games

Rumble is one of the more difficult champions to play to perfection. The tiny Yordle's mechanic are full of tricks and surprises, which often can turn your small leg up into a giant robot leg up instead. These tips and tricks focus around ease and usability mostly, to make your time with Rumble more focused on what to do with your advantages rather than how you secure them.

RELATED: A guide to Rumble

  1. Use Electro-Harpoon to keep your heat up at yellow stages so that you can continue using amplified spells

  2. Harass enemies from afar with Flamespitter by using your stop key (Default S) to stand outside of turret aggro range or further away from them

  3. Do not smartcast your equalizer when starting to play Rumble — it is very difficult to land consistently good ones and sometimes you will have some incredibly bad results

  4. If you do want to smartcast your ultimate, hold down your ultimate key to see the trajectory and right-click if you want to cancel the input

  5. Flamespitter does damage every 0.25 seconds, so you should be able to pivot Rumble quickly to do damage to things you want to do damage to, such as using Q to last hit a minion quickly and turning away

  6. No form of crowd control stops Flamespitter

  7. Build up heat before minions spawn so that you have access to the enhanced version of your Flamespitter once you enter the lane, giving you greater lane bully potential

  8. If you overheat casting Electro-Harpoon, you can continue casting other Electro-Harpoons for the duration of the Overheat passive

RELATED: Best Rumble builds

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.

A guide to Rumble

by 1d ago
Thumbnail image courtesy of Riot Games

Rumble has been a staple of competitive play since his introduction in Season 1. His game-changing ultimates, low-cooldown damage abilities, and resource-free design make him incredibly fun and interesting for people to play as well, yielding a decent level of popularity in solo queue and a very significant level of popularity in higher ELO. Once you master Rumble, he's a champion that can completely change the tide of a fight. In the truest sense, he's your go-to 1v9'er in the top lane.

Runes

Magic Penetration Reds, Scaling Health Yellows, Ability Power Blues, Ability Power Quintessences

Magic penetration reds synergize with Rumble’s early itemization and give him 37.8 magic penetration once he completes his early game combo of Haunting Guise and Sorcerer Shoes. This is enough to shred through almost a full Negatron Cloak. Scaling health yellows give Rumble some much-needed durability, moreso against tanks than armor would just due to their propensity to not deal attack damage as heavily. AP blues and quints give Rumble even more early damage to bully opponents out of lane.

Masteries

Eighteen points in ferocity give Rumble access to the most possible damage. Battle Trance should be taken over Double-Edged Sword for a few reasons. Firstly, your damage over time will keep your Battle Trance stacks up, and Deathfire Touch will as well. Secondly, it does all this without the downside of having Double-Edged Sword’s additional damage inflicted onto you. Deathfire Touch’s nerfs don’t affect Rumble, and the damage helps him substantially as he seeks to burn down enemies with his multiple damage-over-time area-of-effect spells.

Veteran Scars will help you with your early laning and ability to survive the early game more than Runic Armor would. Insight gives you lower Flash and Teleport cooldowns which would be incredibly useful for coming into fights more consistently and landing those crucial Equalizers. As such, 12 in Resolve is more worth it than 12 in Cunning would be.

Skill order

First six levels: QEWQQR

Your Flamespitter is your most active and useful ability for a few reasons. One is that it will frequently help build up and maintain heat, as well as your Deathfire Touch damage and your Battle Trance stacks. But it’s also your best ability to harass enemies due to its high damage and ability to hit through minion waves, terrain and other enemies. It should be maxed in basically all circumstances.

Putting points into your Electro-Harpoon second continues to add to your damage and harass, provides an easy way to keep your Heat in the yellow, and also provides a ranged option to CS if need be. The slow is also great for early gank assistance in the long lane.

Your Scrap shield should be maxed last, but leveled early for its utility. An early level could be the difference between surviving a gank and not, and it gives you a comfortable shield against minion harass when using your Flamespitter to harass champions through a creep wave. It also has a secondary usage of managing heat. Your ultimate should be leveled up whenever available, due to its sheer impact and importance.

Build order

Rumble benefits greatly from a large amount of early magic penetration in order to keep bullying his opponents and do damage to squishy enemies. Early magic penetration also helps against tanks who will grab magic resistance in the form of an early Spectre’s Cowl or Negatron Cloak. Rushing into Liandry’s as early as possible with your Sorcerer Shoes will make it incredibly difficult to take trades with you, due to the magic penetration and burn damage. Your AP scalings are incredibly good on your damage as well, so going into heavier AP items are beneficial to you and your team.

RELATED: Best Rumble builds

  1. Doran’s Shield + Health Potion

  2. Haunting Guise

  3. Sorcerer Shoes

  4. Liandry’s Torment

  5. Zhonya’s Hourglass

  6. Void Staff

  7. Rabadon’s Deathcap

  8. Guardian Angel

Playstyle

The early game is about Rumble's status as an AP Carry and lane bully. However, building into these offensive stats early on does make you a little more vulnerable, so be sure to play forward based on the information you have from your vision and the minimap. Try and track the jungler and play based on where you suspect he is. Use your pushing advantage against most every champ to get ahead and ward deep to have a greater warning if the enemy jungler is showing up. Rumble in his current 7.5/7.6 state can win most trades one versus one when even, so it really is a matter of how much you neutralize the effect of the enemy jungler’s pressure in order to stay ahead and outscale your opponent.

RELATED: 8 quick tips for Rumble

The mid game is Rumble’s time to swing fights one way or the other. His Equalizer is more than just an equalizing presence, it’s a complete game-changer. A well-placed Rumble ultimate in a teamfight can cause chaos and remove people from a fight. Either using it to cover a key corridor or to split the frontline tanks and backline damage dealers are ideal scenarios. Any crowd control that can keep them in the Equalizer is doubly effective too, such as Ashe ultimate or Orianna ultimate.

The late game is the exact same thing as the mid game, except Rumble also has the added benefit of being able to split push fairly effectively. His damage versus tanks puts a lot of pressure on the map, stretching it such that his team can use that pressure to effectively control neutral objectives or siege towers on other parts of the map.

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.

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