| The Pick/Ban analysis | ||||||||||||||||||||||||
| First Ban Phase | First Pick Phase | |||||||||||||||||||||||
| | | | ![]() In a flash, the heavy guns are taken out. Antimage, Broodmother, Syllabear and Invoker feel the ban-hammer. Antimage has been one of the big carries of this version, while Broodmother, Syllabear and Invoker all have huge mid-game power. Batrider is a great solo laner and ganker, and Earthshaker is a fantastic support hero. |
| | ![]() DK, with the first pick, takes the Lycanthrope. In the Chinese scene, he is known for his versatility and high-impact DPS in the mid-to-late game stages. iG then takes Windrunner, who is a great semi-carry with a stun, and Pandaren Brewmaster, who has a huge team-fight presence due to his ultimate. His Drunken Haze is also a good counter to a hero like Lycanthrope. Crystal Maiden and Clockwerk bring solid disables to DK. Finally, iG opposes the Lycanthrope pick with their own Necrolyte, who is a great soft-counter to DPS heroes like Lycanthrope due to his heal and the commonly-acquired Shiva's Guard. | |||||||||||||||||||||||
| Second Ban Phase | Second Pick Phase | |||||||||||||||||||||||
| | ![]() Surprisingly, Shadow Demon survived the first two phases. He is, however, removed along with Puck, Furion and Ancient Apparition. All these heroes are similar in that they are glass cannons who provide levels of disable along with decent complementary DPS and team-fight power. |
| | ![]() Curve balls come flying in the final phase. Although Witch Doctor and Lich are solid support heroes and strong laners, Gondar is very uncommon, and Chaos Knight is totally unheard of in the competitive scene. Gondar has been played as a roaming semi-carry, who provides massive ganking power in the early-to-mid stages, and solid carrying DPS from the midgame forward. Chaos Knight is unheard of, but with a solid stun (average of 3 seconds at a range), decent ganking skill (700 range movement displacer) and solid pushing power, it will be interesting to see him in action. | |||||||||||||||||||||||
| Critical Hero | ||||||||||||||||||||||||
![]() The critical hero of the match comes down to either Chaos Knight or Pandaren Brewmaster. Both heroes provide a curve-ball, and whether they are played to their fullest potential or not will have a great effect on the game. However, in the end, I have decided to label Pandaren Brewmaster as the critical hero. Which Chaos Knight will always risk being unpredictable at bad times, Pandaren Brewmaster can take this game by storm (and earth, and fire) if he gets his core up quickly. If Panda can dominate in the mid-game, iG will be poised to take their victory in the late-game with their Necrolyte. | ||||||||||||||||||||||||
| Conclusion | ||||||||||||||||||||||||
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With fresh picks like this, it is very difficult to state that a team has outpicked another. In my own opinion, both teams made a mistake in not taking Shadow Demon, who is arguably one of the most powerful heroes of this version. However, in comparing the two teams, we see that DK may be at a slight disadvantage due to all their DPS being tied up in melee heroes, while iG has Windrunner and Necrolyte in the mix. Both teams also have a decent amount of disable, but iG will be able to use theirs more effectively. In DK's favor, however, they have a Lich to counter the melee DPS of both Gondar and Panda, as well as more dedicated support in the form of Kel'thuzad and Crystal Maiden. With this support strength, DK should have an advantage in the early game. Both teams will try to take decisive leads during the mid game and should be aggressive as a result. If Lycanthrope gets his core up, DK will probably be on top in this stage, which is why iG's Panda needs to farm up quickly and play well to counteract the powerful mid-game wolf. If the game continues past this point, however, the late-game potential of Necrolyte and Gondar, complemented by semi-carrying power of Windrunner and Panda, will be very difficult to beat. Concerning the lanes, I would predict that Lich would take the solo lane against a Windrunner, mid. DK needs their Lich to get some levels in his nuke, and iG is lacking multiple solid solos to take the middle lane. DK will most likely send their Clockwerk to solo top, while Lycanthrope handles the jungle. This will leave Crystal Maiden and Chaos Knight to run a potentially aggressive lane bot. iG's lanes are harder to discern, and may be inefficient in terms of farming. As I see it, there are two real options: iG takes an older 2-1-2 laning style, placing Witchdoctor-Panda in the short lane and Necrolyte-Gondar in the long lane. In this strategy, Gondar will probably start roaming at level 3, freeing this lane up for Necrolyte. The other option is that iG runs a triple-lane bottom, with Panda, Gondar and Witchdoctor all providing a very oppressive lane for the Chaos Knight. Both teams should also be commended on their great synergy. iG sports mass heals from Witch Doctor and Necrolyte, which gives them lots of pushing power as well as teamfight strength. Along with this, they have long ranged initiation and a great blend of slows and disables for pinning a hero like Lycanthrope or Chaos Knight down. On the other side, DK has great movement disables and slows in the form of Clockwerk Goblin, Chaos Knight (Reality Rift) and Crystal Maiden, all of which make ultimates like Chain Frost and chasers like Lycanthrope all the more deadly. | ||||||||||||||||||||||||
| SMM Playoffs (Round of 8) | ||||||||||||||||||||||||
DK | iG | |||||||||||||||||||||||
| Bans | ||||||||||||||||||||||||
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| Picks | ||||||||||||||||||||||||
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| Lanes | ||||||||||||||||||||||||
Sentinel DK.longdd (Top) DK.rOtK (Top) DK.ZippO (Mid) DK.Super! (Mid) DK.BurNIng (Bot) | Scourge iG.Ferrari_430 (Top) iG.ChuaN (Top) iG.YYF (Mid) iG.Zhou (Bot) iG.Faith (Bot) | |||||||||||||||||||||||
| The Game | ||||||||||||||||||||||||
| Laning Analysis | ||||||||||||||||||||||||
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In what seems to be rapidly becoming a habit, I managed to predict the lanes almost entirely wrong. I get none of the lanes right at all. Someone remind me why GosuGamers still keeps me? In the top lane, we have Windrunner and Panda facing off against Clockwerk and Crystal Maiden. If played properly, iG has the upper hand here, with longer potential disables and more ranged damage from the Windrunner. The Clockwerk, however, ensures that DK really shouldn't lose this lane. It is also very likely that Crystal Maiden will start roaming very early on, especially due to iG's.... ... Gondar solo mid. Yeah. I know. I thought so too. iG have pitched their Gondar in a solo lane against what was going to be at least a Lich, but now seems to be a Lich-Chaos Knight dual lane. Suicidal? Maybe. With his Windwalk he won't die early, but with Lich's harassment power coupled with CK's Reality Rift are going to make this a very uncomfortable lane for the Bounty Hunter. It is very likely that the Chaos Knight will have all the free-farm he needs early game, and I am quite excited to see how he builds himself. Finally, we have a Witchdoctor-Necrolyte combination going against a solo Lycanthrope. Unlike Gondar, Lycanthrope can actually hold a solo lane capably, using his wolves to last hit while remaining at a safe distance himself. Amusingly enough, this strategy was exhibited regularly by Lycanthrope's nemesis in this game: Zhou. Against two ranged heroes it may be difficult for Burning to get many last-hits, even with his wolves, but this is not a lane he is likely to die in. Necrolyte has high farming potential here, and should do his best not to squander it. | ||||||||||||||||||||||||
| Conclusion | ||||||||||||||||||||||||
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This was a fairly epic game. I should know, because I think I broke a sweat while watching it. Then again, it might just be due to the fact that South Africa in the summer is warmer than Lina's pants. What really made this game a pleasure to analyse was the prevalence of unorthodox picks; primarily that of the Chaos Knight. I really think that Super! may have hit the nail on the head with his build: despite losing, Chaos Knight seemed to play a solid role in initiating ganks and teamfights. With a Janggo and a Pipe, he becomes a core teamfight starter and aura carrier, while his natural tankiness allows him to survive the initial wave of damage. All credit to the victors, however: iG managed to consistently outplay DK in this game. The biggest crux of the matter was that DK were over-eager with their unorthodox picks, resulting in them being over-committed to many ganks and teamfights and consequently suffering far greater losses than they should have. It was this that allowed iG to seize advantage after advantage until DK broke under the pressure. If there is one general rule to take away from this game, it would be this: any new picks must be approached with caution and carefulness, rather than to assume strength and then under-perform. To both teams: this was a fantastic game! Both iG and DK should be proud of this match. | ||||||||||||||||||||||||


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