IMA CLG analysis 1 [CLG vs ROC] (Game 1)

MattAkhavan·12/27/2014, 11:34:24 PM·1 votes·2,866 views

Vod: CLG Vs. ROC Game 1 - From Reddit @ LOLVods

This is going to be a critique on CLG's game and what I think they could improve on to become a better team. feel free to jump in and tell me if there are things that I missed or if I am wrong about a specific scenario.


Early game

  • CLG had a good level 1 invade to get some really nice deep wards to spot lane match ups and tried to force the 2v1.

    • The ward coverage by the team was really good, but the only thing i would have changed is the placement of the 3 minute ward. Aphromoo placed the 3 minute ward in front of the red buff instead of in the river brush. I think the river brush is a better choice to put the 3 minute ward because it gives all the same information the red brush ward will give, but it is more offensive and telegraphs level 2 cheese / invades / and just movement around that area [VISUAL}
  • Forcing the 2v1

    • I think forcing the 2v1 in this case is super ineffective. First of all getting to lane late in a 2v1 is a pretty big blunder because you can no longer deny the solo laner as effectively.
    • In an ideal lane swap you want to tank the first wave of minions slightly closer to the enemy turret so when the second wave of minions comes it pushes back to your turret instead of theirs. [{VISUAL]](http://i.imgur.com/bhLGduy.png)
    • By doing the level 1 invade CLG telegraphed more than anything that they were going to 2v1. ROC's bot lane were went to the bottom side of the jungle (in my opinion, assuming they were going to 2v2 bottom, but not necessarily true because they could have recalled anyway) and once CLG invaded ROC's bot lane took time to get deep wards and recall to counteract the 2v2. ** I think CLG should have just let ROCCAT go into the lanes blind with a standard level 1 and they probably would have achieved the 2v1 lane.**
    • you can see from the first few minutes of the game that ROC zoned out rumble while Gnar got 5 sc and a ton of XP
    • In my opinion i think CLG should have 2v2's and tried to lane swap later in the early game given the situation.

** early jungle**

CLG got a ton of level 1 wards that provided a ton of information for the team. The problem was they did not act on any of the information. In my opinion i think early game jungle pressure is SUPER underrated and not many teams are taking advantage of the new jungle changes. The series of events went like this

  • CLG see woolite and vander doing krugs and They should know that they did not ward the red because they never left vision, and already used all their wards.
  • CLG knows Jankos started blue because the red side jungle is completely warded
  • Think card starts blue.

At this point, even though there is a 2v1 top lane, Thinkcard should have E-Q'd over the baron wall and stole Jankos' red securing 3 buffs. Most level 1 wards time out around 2 minutes 5 seconds because you want to place the wards down as late as possible while still having time to adjust to the lanes and jungle starts.


** Super Early game warding**

  • the first source of poor early game warding is at 3 minutes when Link gets ganked my jankos. 3 Minutes is the standard time to get ganked by a jungler finished his standard route through jungle. Because link didn't ward when the map was dark he blew flash for "free"

  • Almost more important than warding yourself, is knowing where and when the enemy team wards are placed. CLG puts no visual communication of where wards are placed and show no visual confirmation that a ward has expired once it's been placed. ** Playing around with vision is the most important aspect of a competitive game**

    • When you walk into vision of an enemy ward you immediately lose pressure everywhere else on the map. That's 2/3 of the map you just allowed to play as aggressive as they want with no fear of jungle pressure.
    • Avoiding wards that you know are placed maintain your jungle pressure as well as allow the jungler to farm when there is no gank path or no gank possible. This is what make a lot of junglers look good because they are jungling with maximum efficiency.
  • Again this is where the level 1 3 minute ward becomes so valuable because it lasts all the through to around 3:30 - 4 minutes depending on when it was placed. It scouts out an invade and jungle routes that can be easily taken advantage of.

  • Also i think jarvan should have bought a ward on his first back.


** The first skirmish at 5:20** I feel like this is an important point to talk about because it gave ROC their lead to start the game.

  • There is nothing wrong to fix about aphro head-pulving the wave and dying. There is nothing to gain at pointing out a bad play because all it is is a bad play. The problem is what came afterwards
  1. There is no way gnar should have been able to teleport up there. He clearly walked away from vayne to teleport and there should have been better game sense to know he was going to TP.

  2. The lack of vision in the river zoned link out of coming to help. This come all the way back to the poor early game vision of CLG. Ryu left mid to go top, but Link had no vision. ahri could have just sat in a brush and bursted link so link had no way of making it to the fight. Even though Ryu wasn't there he could have been and that unknown stopped a play that could have been made.


indecisive

This point is here for a few reasons especially in this game. CLG looks indecisive and when think card comes to make a play or CLG goes for a dive they always have that hesitation. that very same hesitation is what stops them from Blowing flashes or successfully diving a turret as shown in this game. In some part this indecisiveness is due to lack of vision again.

From this point i thin CLG's mid game to late game play is pretty damn good.

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