The Pick/Ban analysis | ||
First Ban Phase | First Pick Phase | |
Na'Vi begin by banning the Dark Seer, whose Wall of Replica is an exceptional skill for both pushing and counterpushing. Their second ban is Prophet, one of aL's favored heroes, a global ganker with high pushing powers. aL, meanwhile, ban Invoker, a strong solo hero whose versatility allows him to fit a variety of lineups and play styles. Their second ban is Antimage, a dangerous hard carry favored by Na'Vi's XBOCT. | Na'Vi start their picking phase with Chen, one of Puppey's favored heroes. Chen gives them ganking and pushing power, and provides an ultimate capable of turning the tide in teamfights. They continue with Venomancer and Sand King, who possess powerful AoE ultimates and good lane control. aL begin their draft with Broodmother and Shadow Shaman. Broodmother, one of their favored heroes, is a dangerous midgame carry with strong pushing ability. Shadow Shaman provides additional pushing, ganking and disabling ability, as well as an AoE ability to clear creeps. Their final pick is Dazzle, a strong supporter who greatly enhances physical DPS and provides another AoE ability. | |
Second Ban Phase | Second Pick Phase | |
Na'Vi decide to ban Dragon Knight, a naturally tanky hero with pushing and carrying power, often played by aL. Their final ban is Rikimaru, a powerful carry whose stealth and mobility will allow him pick off heroes like Chen and Venomancer, and whose Smoke ability can disrupt the teamfight combos Na'Vi will be depending on. aL, meanwhile, remove Spectre. Though this hero isn't currently in favor, she still can dominate the late game. Omniknight is their final ban. This extremely useful hero can either solo or support, and greatly augments his team's natural survivability with his heal, Repel, Degen Aura and Guardian Angel. | Na'Vi's fourth pick is Windrunner, a commonly used solo, capable of holding lanes and pushes with Powershot and changing the tide of teamfights with Shackleshot, considered by some to be the best non-ultimate disable. The Ukrainian side cap off their lineup by picking Vengeful Spirit, whose stun and Swap make her a fantastic initiator. aL take Night Stalker, who despite falling out of the metagame recently is still a strong ganker and initiator, especially in the midgame. Their final pick is Slardar, an extremely tanky hero whose Sprint allows him to roam the map and pick off lone adversaries. | |
Critical Hero | ||
Impressions | ||
Na'Vi have given themselves a very aggressive lineup. Chen's roaming and the aggressive potential of Vengeful Spirit and Venomancer can help Na'Vi secure an early advantage, control their lanes and begin to push towers. If their ganks are successful, then Na'Vi will be able to use their numerical advantage to take towers and secure a gold advantage and map control. On the other hand, if aL are able to play safely, avoid ganks and secure a farm advantage going into the midgame, they should be able to hold their own. If they can pick their engagements and allow Slardar and Night Stalker to initiate battles, then they can prevent Na'Vi from pushing and forcing teamfights. Against Na'Vi's pushing lineup, aL have three melee heroes who might struggle to defend towers against pushes without being initiated upon. Additionally, their lineup is low on AoE creep-clearing abilities. |
Absolute Legends | Natus Vincere |
The Radiant | The Dire |
Godot(Top) Bulba(Top) Musica(Mid) Snoopy(Bot/Jungle) Shatan(Bot) | LightofHeaven(Top) Puppeh(Jungle) AA(Mid) XBOCT(Mid) Dendi(Bot) |
Important Events |
Early Game - 0:00 to 14:00 |
|04:30- 05:30| Na'Vi use a Smoke of Deceit on Chen and Venomancer, ganking Musica's Night Stalker in the middle. Vengeful Spirit initiates with a stun, Chen's Troll follows with a Net, and Venomous Gale follows to secure the kill. XBOCT's Vengeful Spirit claims first blood and Night Stalker is off to a bad start. Na'Vi transition to a push, and with Chen's neutrals and the Dire's creeps, deal heavy damage to the middle tier one tower. Snoopy, playing as Shadow Shaman, rotates middle to defend, but Chen, Vengeful Spirit and Venomancer take him out and claim the tower. |
Approaching Mid-Game - 14:00 to END |
Approaching Mid-Game Impressions: Na'Vi fully exploited their lineup, aggressively forcing teamfights and taking down tier one towers early to secure a decisive gold advantage. They turned that advantage into quick core items, including Blink Dagger on Sand King, Mekansm on Chen and Pipe on Venomancer. All three items further increased Na'Vi's already large advantage in the important teamfights. Though aL had a powerful midgame lineup, they weren't able to secure enough levels and farm to hold off Na'Vi's pushes. Despite the tankiness of their heroes, they weren't able to either withstand the major AoE ultimates of Na'Vi or burst down heroes through Mekansm, Pipe and Hand of God. Their lack of AoE and ranged clearing abilities severely hindered them, especially against Chen's tanky neutral creeps, which were able to tank towers and force aL to engage at a disadvantage.
Conclusion |
This was a fascinating game to watch. Expectation were high due to Na'Vi's form and aL's recent good results. Na'Vi proved once again that they're a top team, versatile and innovative in laning and drafting. |