IMA Analysis 2 (IEM- Cloud9 Vs. Unicorns of Love Game 2)

MattAkhavan·12/8/2014, 8:36:10 AM·1 votes·912 views

Cloud 9 Maokai - Balls LeeSin - Meteos Orianna - Hai Lucian -** Sneaky** Janna ** - LemonNation**

Unicorns of Love Poppy - Vizicsacsi Warwick -** Kikis** Leblanc - PowerofEvil Corki - Vardags Morgana - Hylissang


** Team composition**

Cloud 9 Cloud 9 have a really well rounded team compositions with

  • Engage/disengage

    • Maokai Orianna can engage a team fight pretty easily.
    • Lee sin can also engage with insec
    • Janna can flash ult to engage
    • Orianna ultimate is very easy to hit while disengaging because her ball will either zone the enemy or she will 4-5 man ulti their team as they chase
    • Janna has very strong disengage with ultimate and tornado
  • Early/Late game potential

    • Lee sin has immense early game pressure and damage.
    • Lucian has a strong mid game and lane phase
    • Orianna has very strong aoe combos that can change the fate of a game
    • Maokai has an insane ability to tank with his ultimate. he also does quite a bit of damage
  • Crowd control

    • Lee sin kick
    • Janna torando / ultimate / zephyr
    • Maokao stun / slow / aoe Damage reduction
    • Orianna ultimate and slow
  • Pick potential

  • Maokai's ability to catch with his root is very strong

  • Janna's passive speed and dragon buff movement speed is very scary catching a late rotation

  • Lee sin's can kick someone caught back into his team

  • Skirmish potential

    • Lucian is a very good duelist
    • Lee sin has good dueling potential early game
    • Combo anyone of these two duelist with janna or orianna and a skill should be secured

Unicorns of Love Unicorns of love team composition is strong based on it's ability to pick and be aggressive

  • Pick potential

    • warwicks pick potential with ultimate and skirmish blade is deadly if caught, especially early
    • Le blanc is an excellent duelist that can make very quick picks
    • Morgana's dark binding lasts for 3 seconds a level 5 and her black shield helps prevent warwicks cc from being interrupted
  • skirmish potential

    • Poppy is extremely good at skirmishing because she can ultimate the support and kill anyone on the enemy team
    • Warwick with skirmish blade is extremely dangerous to anyone
    • Le blanc excels are dueling and bursting champions in the right hands
    • Once corki gets trinity force he becomes an amazing duelist.
  • Other points

    • Warwick and Morgana are their only forms of engagement in a team fight
    • Morgana's black shield is a strong form of peel and has synergy with warwick's engage
    • Poppy is a unknown pick for the most part and is very hard to get away from
    • They thrive in a chaotic team fight.

Early game this analysis is more so what cloud 9 could do to improve their early game than actual analysis of their early game. I am still new to trying to be analytic, so the lack of information means that i don't know anything else they could have done or they did everything perfectly.

Cloud 9

  • They should ward in fog of war at lvl 1

    • This is so the enemy doesn't know what's warded. Having no information, and only assumptions can cause the enemy to play more aggressive or too passive creating potential for error
  • 3 minute ward at level 1

    • this ward is very useful because jungle paths are very mysterious at this point in the game.
    • level 2 and level 3 gank paths aren't as telegraphed as they used to be. junglers don't always go blue to red and then gank. They can gank from blue side if they stat blue or they can gank after red.
    • If your jungler is going to gank at level 2 or 3 it provides some vision to see an invade
  • Take timers of wards for the first 10-15 minutes.

    • 7:00 lee sin could have ganked bottom. c9 bot lane had vision of both tribush and lane bush ward being placed. river was clear for gank.
    • there were a few other situations where ward timers weren't taken, but they did not translate into missed ganks or wasted time.
    • Having close to perfect information on the enemy team's vision allows for maximizing meteos's jungle path and maximize efficiency on his ganks.
  • Hai should ward in the riverside opposite of where meteos starts

    • Meteos ganked top after wolves and had his blue very vulnerable for invade.
    • If a 3 minute ward is dropped, he can drop it on the other river side
  • scuttle crab early

    • I am actually not sure it's efficiency, but i think scuttle crab gives insane utility helps a ton. It might be more important to kills jungle camps because it provides more xp and gold, but I still think scuttle is very very important especially early on.
    • 5:10 scuttle crab would have seen warwick ganking top
    • 12:00 scuttle would have saw lb coming, luckily janna was with lee sin. And scuttle allowed lee sin to get mid very quickly with janna passie

Mid game I need some work on my mid game analysis, but this is what i think there could be some improvement on/

pink wards

  • there should be 3-4 pink wards up at an given moment i think.

  • pink wards are infinite and give vision pressure

  • Personally i think pink ward upgrade on ADC could be very good for mid game. This means you almost always have a pink ward at your disposal.

  • this game during the mid game there really weren't many vision wards this is why i bring it up.

  • there were some random deaths because of lack of warding on the top side of the map/river as well.

  • Cloud 9 played an extremely great game

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