First Ban Phase | |
![]() ![]() | .... Well, this is awkward. No bans from iceiceice? No calls for pause imply that Zenith isn't experiencing any issues. An idealist would think that iceiceice is playing mind games and staring iG down after their defeat in game 1. No bans also means that the pool is bigger; iG can only ban so many heroes and Zenith has first pick. A realist, however, might simply think that iceiceice is trolling. He does that sometimes. |
![]() ![]() | Two very understandable bans from iG. Dark Seer is known for his power in teamfight control, while Nyx is both a devastating initiator and a solid hero killer. |
First Pick Phase | |
![]() ![]() ![]() | Zenith uses their first pick to grab the Lifestealer, a carry which has recently risen into a very solid position in the competitive scene. Despite winning just under 50% of his recent games, he's been picked or banned in 76% of the last 170 games. This is due, in part, to the power behind his Rage which destroys the ability of supports to disable him. Feast lets him tear through meatier heroes like the ever-popular Magnus and Lone Druid and Open Wounds is a fantastic ganking skill. Their second and third picks snap up Shadow Demon and Juggernaut. Shadow Demon (±50% winrate) is a versatile, hard-hitting support hero with a powerful arsenal of skills. Purge is a great counter to magic immunity, so it's in their best interest to keep him out of iG's hands. Juggernaut (40% winrate), representing a semi-popular pick for the pushing power his Healing Ward bestows, gives Zenith good pushing power and another hero with magic immunity, making Zenith very difficult to gank. The Juggernaut-Lifestealer combination gives Zenith the ability to hold their mid-game while N'aix does what he can to get farmed. |
![]() ![]() ![]() | With no bans from Zenith, iG scoops up an armful of their favourite heroes. All three have higher win rates than Zenith's selection (Magnus at 57%, Batrider at 56% and Lone Druid at 67%), and are far more popular in the scene (all have been picked or banned in more than 75% of recent games). All three have the ability to solo lane, and both Batrider and Lone Druid can also level in the jungle. |
Second Ban Phase | |
![]() ![]() ![]() | *coughs* iceiceice continues to stare iG down as three more bans go untouched. In a world where Zenith wasn't playing mind-games, bans would have been used to take out support heroes that iG is short of, such as Lina, Keeper of the Light, Rubick or Jakiro. |
![]() ![]() ![]() | Keeping the power of a mid-game Juggernaut and a late-game N'aix in mind, iG bans to strong early pushers (Leshrac and Chen) and Lina. Leshrac and Chen would both have the ability to keep an offensive early game for Zenith, putting iG under pressure and giving the space to Lifestealer for farm. Lina and Leshrac are also worthy of a ban due to their synergy with Shadow Demon, preventing Zenith from running a scary trilane with either carry. |
Second Pick Phase | |
![]() ![]() | Zenith takes another mid-game powerhouse, Queen of Pain. She has a win rate of 46%, but she fits well into Zenith's lineup. As a level dependent hero it's likely we'll see her solo, but her Blink allows her to take almost any lane. Shadow Strike is another strong lane controlling skill. Bane Elemental, on the other hand, is the king of disables. Highly item independent, Bane totes an arsenal of disables, and may pose a danger to iG. His win rate of 62% evidences his strength as a support hero. Enfeeble represents a devastating counter to Lone Druid's Spirit Bear, sapping its damage and taking away that tower-crunching power Lone Druid is picked for. Nightmare has the ability to fully remove a support hero from a battle, or to protect an ally for a brief period of time. Finally, Fiend's Grip provides a long disable that penetrates any magic immunity iG might obtain. |
![]() ![]() | In their fourth pick, iG takes Rubick. With spells like Rage, Sonic Wave, Blink and Omnislash on the table, Rubick has the potential to steal some powerful skills. He adds another disable to iG, which can be used alongside Magnus' ultimate to chain stuns, possibly even to outlast the magic immunity of Lifestealer and Juggernaut. His magic resistance will also assist the team against the Queen of Pain's arsenal. At 47%, Rubick has the lowest winrate of iG's lineup, but provides a very important support role that iG is lacking, especially after banning three of the more popular ones. |
Analysis | |
Despite having a team composed of stronger individuals (average win rate of 56% compared to Zenith's 50%), I feel that Zenith has nailed this draft. Not only is iG stuck with a lone support hero, but Zenith has a lot of slippery heroes. Every single one of Zenith's lineup has some form of escape: two forms of magic immunity, two forms of magic immunity, a Blink skill and two momentum interruptions in the form of Disruption and Nightmare. It's going to be very difficult for iG to gank heroes, even isolated ones, without giving Zenith an opening to respond. Zenith also has a carry which can take on Lone Druid at the later stages of the game, and the ability to survive an early iG push. Ultimately, it seems that the gamble Zenith took has paid off; with more heroes in the pool, iG got greedy and grabbed their favourites without thinking of the game. This doesn't go on to say that iG has no hope. With strong pushers and teamfight heroes, Zenith needs to be very careful when engaging iG head on, and would be better suited for hit-and-run ganks through the early game and lightning pushes in the mid-game. As Lone Druid reaches his peak, and when Tinker, Magnus and Bat get their core items, iG gains a lot of striking power in the middle of the game. If Zenith doesn't get a good early lead or keep the bear suppressed, they could be in a very dangerous position.
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Top | |
![]() ![]() ![]() ![]() ![]() Lifestealer and Lone Druid clash top, with Rubick backing Zhou and Shadow Demon and Bane lurking in the bush. This lane is important, but will probably be fairly uneventful for the early stages. Both Lifestealer and Lone Druid just want to get some creeps under their belt. While the bear lacks Entangling Roots, iG's offensive options are limited, while Zenith will have problems catching the Lone Druid out. As the game develops, though, this lane becomes critical for Zenith; not only does Lifestealer need to get steady farm, but they need to keep the bear down to survive the mid-game. iG is more chilled about this lane. As long as Lone Druid gets a steady rate of farm, they won't have problems.
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Middle | |
![]() ![]() Tinker usurps Magnus as iG's mid solo hero. This makes sense; with no escape mechanism, Tinker lacks the offlane safety of Magnus. With Bane and Shadow Demon top, Tinker expects to go against Juggernaut or Queen of Pain, and ends up facing the former. This is a fairly one-sided lane in the early stages; despite his magic immunity, Juggernaut lacks the manapool to totally prevent harassment from Tinker. He'll need a gank here early to get some creep kills in. Fortunately, Juggernaut can be effective with just some levels of Healing Ward, and this middle lane will let him get fast experience. iG needs Tinker to get a fast set of Travels; this will let him apply pressure globally and force Zenith to scramble to defend towers. In turn, this will let the Lone Druid push other lanes and eat up farm while denying Lifestealer space. This is one of the more important lanes, and Ferrarri has to perform here.
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Bottom | |
![]() ![]() Magnus and Queen of Pain lock horns in the bottom lane. With escape mechanisms on either side, neither is at immediate risk, but the Queen of Pain has the ability to assert a lot of dominance. Shadow Strike prevents Magnus from relying on Clarity Potions and restricts his movement, while her range will allow for right-click harassment. Magnus needs an early dagger, but he's going to struggle to get it unopposed here. If the Rubick starts roaming, he might have more luck, but he also needs to keep the threat of a roaming Shadow Demon or Bane in mind.
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Jungle/Roaming | |
![]() ![]() ![]() Batrider is set to stack creeps and get levels in the jungle. He needs an early Blink Dagger or Force Staff to put his initiation skills to use, and can get that farm in the jungle...if he isn't forced out by Zenith aggression. Shadow Demon and Bane, who start in the top lane, seem set to roam early. Batrider needs to keep his eye on Zenith, or else he'll cost iG the inherent advantage of having a jungle hero.
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Zenith really performed this game, and it started with their brilliant use (or lack of use) of the bans, baiting iG into greedily grabbing all their favourite heroes. This set Zenith off to a great start, with lanes that were stronger in most cases. Their only weakness was the Juggernaut in the mid lane, which was remedied quickly by the roaming Bane Elemental. Getting off to a great start, they continued taking advantage of the weak jungle-Batrider and the delayed Blink Dagger on Magnus, baiting out initiation attempts before shutting heroes down with long disables and items such as Orchids and the Scythe of Vyse. The Lone Druid, unable to farm, fell off as the Lifestealer only got stronger. Unable to secure gold through heavy pushing, iG is forced out of their comfort zone and suffers accordingly. Unable to adapt due to how underfarmed their heroes are, they lack the ability to strike out, and as they are forced into their corner they need to divide less and less farm between hungry heroes. The fact that Magnus, Batrider and Lone Druid all took more than 20 minutes to get their first big item shows how well Zenith kept them down. As we transitioned into the late game, Zenith dominated the leaderboards for net worth and kills, and simply started to push over iG, even ignoring massive spells like Reverse Polarity. iG crumbled to a well executed, well coordinated Zenith killing machine. ![]() We grabbed iceiceice, the drafter, after the game. Our question: what was the plan? Let iG grab imbalanced heroes with no synergy, or leave the pool open to get the heroes you want? His response? [2:20:29 PM] iceiceice: ?
[2:20:29 PM] iceiceice: no [2:20:35 PM] iceiceice: there wasnt a plan [2:20:35 PM] iceiceice: just play And there you have it, folks. All the analysis in the world, and iceiceice was basically trolling. Who would have guessed? |