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Lolsports

Die große Bühne für den professionellen „League of Legends“-Bereich. Hilf uns besser zu werden · Servicestatus · Spieler-Support · eSports-. League of Legends ist ein von Riot Games entwickeltes Computerspiel, das am Oktober für Windows und macOS veröffentlicht wurde. Es erschien als Free-to-play-MOBA. Das Spiel wurde von ca. Millionen Spielern monatlich gespielt. Gracias a todos por coparse, fue un lindo debate ✨ Al fin y al cabo, los directos en todo el mundo son lo que son gracias a los espectadores y las críticas.

League of Legends

Not just an esport. The future of sport. And Worlds is our time to Take Over. The journey to crown the greatest League of Legends team on the planet starts. Gracias a todos por coparse, fue un lindo debate ✨ Al fin y al cabo, los directos en todo el mundo son lo que son gracias a los espectadores y las críticas. @lolesportsla. ¡La cuenta oficial de la #LLA! Todo sobre los esports de #​LeagueofLegends en Latinoamérica. subarucy.com Beigetreten Oktober

Lolsports JULY 5, 2016 Video

The Penta - Best of the Season

League of Legends ist ein von Riot Games entwickeltes Computerspiel, das am Oktober für Windows und macOS veröffentlicht wurde. Es erschien als Free-to-play-MOBA. Das Spiel wurde von ca. Millionen Spielern monatlich gespielt. Official account of LoL Esports. Subscribe for live broadcasts from LEC/LCS and international events like the World subarucy.com've also got videos focuse. Not just an esport. The future of sport. And Worlds is our time to Take Over. The journey to crown the greatest League of Legends team on the planet starts. LOL Esports. Gefällt Mal · Personen sprechen darüber. Official account of LoL Esports. Learn more at subarucy.com LOL Esports. 1,, likes · 48, talking about this. Official account of LoL Esports. Learn more at subarucy.com First launching for the LPL in , LoL Esports Manager will provide players with the full experience of what it takes to run an esports team through major decisions that include: strategy selection, pre-match bans and picks, and winning the off-season by building the best team possible. LoL Esports Facts & Figures; Top Records; World Championship Finals Viewership YoY; LoL Esports World Championship. Media Credentials Registration; Schedule & Briefing Materials; Partner Portal; Asset Archive; Regions & Teams; LoL Esports Events; PR contacts. r/lolesports: Newly updated subreddit dedicated to the Esports of LoL only. Here for all Writers, journalists, analyst, reporters, fans etc. We . m Followers, Following, 2, Posts - See Instagram photos and videos from LoL Esports (@lolesports). Inthe largest independent esports league, Electronic Sports Leaguepartnered Casinoclub Erfahrung the local brand Japan Competitive Sportwetten Tipico to try Lolsports grow esports in the country. Retrieved 9 November As soon as he wasn't Adp Gauselmann Lübbecke Sivir who relies on getting up close and personal, he found his niche, always over a jungle wall or so far back that he wasn't drawing any of the fire. For multiplayer games in general, see multiplayer video game. After his team found an early lead, they took an unfortunate fight near dragon that resulted in SKT coming back. Swift showed in Game 2 that he has the potential to get his team the leads that bring them wins, he just couldn't deliver reliable results. Only Argartine to pick up a single dragon, his pressure didn't come close to Ever's. Behind in gold and experience, Sencux Karen Ortiz forced to play passively as to avoid getting picked by Exileh. Analysis: V was a victim of NewBee's own pressure, succeeding when they gained an advantage, but failing to escape the downward spiral when they were losing. Through this, the government encouraged esport, stating that by participating in esports, players were also "training the body for China". While the original StarCraft events emerged in South Korea largely independently of Blizzard, the company decided to require organizers and broadcasters to authorize events featuring the sequel StarCraft II. He made some questionable moves, such as maneuvering into the Ashe arrow barreling down the lane, despite having plenty of time to avoid. Lolsports Online Gaming Empire. He was able to pick up two assists early, during two separate gank plays by Vitality, using his ultimate to knock up members of Splyce for kills. As his team picked up an early first blood, he was able to secure an early farm lead, not Bwin Android about snowballing his team.

The earliest known video game competition took place on 19 October at Stanford University for the game Spacewar.

Maas winning the team competition. The Golden age of arcade video games was heralded by Taito 's Space Invaders in , which popularized the use of a persistent high score for all players.

Several video games in the next several years followed suit, adding other means of tracking high scores such with high score tables that included the players' initials in games like Asteroids in High score-chasing became a popular activity and a means of competition.

National Video Game Team. Televised esports events aired during this period included the American show Starcade which ran from — airing a total of episodes, on which contestants would attempt to beat each other's high scores on an arcade game.

The game Netrek was an Internet game for up to 16 players, written almost entirely in cross-platform open source software. Netrek was the third Internet game , the first Internet game to use metaservers to locate open game servers, and the first to have persistent user information.

In it was credited by Wired Magazine as "the first online sports game". The fighting game Street Fighter II popularized the concept of direct, tournament-level competition between two players.

Capcom in the s led to the foundation of the international Evolution Championship Series EVO esports tournament in Large esports tournaments in the s include the Nintendo World Championships , which toured across the United States, and held its finals at Universal Studios Hollywood in California.

There were finalists that played in the finals in San Diego , California. Mike Iarossi took home 1st prize. Television shows featuring esports during this period included the British shows GamesMaster and Bad Influence!

In the s, many games benefited from increasing internet connectivity , especially PC games. The growth of esports in South Korea is thought to have been influenced by the mass building of broadband Internet networks following the Asian financial crisis.

The Korean e-Sports Association , an arm of the Ministry of Culture, Sports and Tourism , was founded in to promote and regulate esports in the country.

During this match, Umehara made an unexpected comeback by parrying 15 consecutive hits of Wong's "Super Art" move while having only one pixel of vitality.

Umehara subsequently won the match. Being at one point the most-watched competitive gaming moment of all time, it has been compared to sports moments such as Babe Ruth's called shot and the Miracle on Ice.

In April the G7 teams federation were formed by seven prominent Counter-Strike teams. The goal of the organization was to increase stability in the esports world, particularly in standardizing player transfers and working with leagues and organizations.

The s was a popular time for televised esports. TV broadcast esports competitions from to During the s, esports grew tremendously, incurring a large increase in both viewership and prize money.

The proliferation of tournaments included experimentation with competitions outside traditional esports genres. The popularity and emergence of online streaming services have helped the growth of esports in this period, and are the most common method of watching tournaments.

Twitch , an online streaming platform launched in , routinely streams popular esports competitions. In , viewers of the platform watched 12 billion minutes of video on the service, with the two most popular Twitch broadcasters being League of Legends and Dota 2.

The modern esports boom has also seen a rise in video games companies embracing the esports potential of their products. After many years of ignoring and at times suppressing the esports scene, Nintendo hosted Wii Games Summer Spanning over a month, the tournament had over , participants, making it the largest and most expansive tournament in the company's history.

In Nintendo hosted an invitational Super Smash Bros. In , the largest independent esports league, Electronic Sports League , partnered with the local brand Japan Competitive Gaming to try and grow esports in the country.

Physical viewership of esports competitions and the scope of events have increased in tandem with the growth of online viewership.

Labeling video games as sports is a controversial topic. China was one of the first countries to recognize esport as a real sport in , despite concerns at the time that video games were addicting.

Through this, the government encouraged esport, stating that by participating in esports, players were also "training the body for China".

In , Turkey's Ministry of Youth and Sports started issuing esports Player licenses to players certified as professionals. In , the French government started working on a project to regulate and recognize esports.

To help promote esports as a legitimate sport, several esports events have been run alongside more traditional international sports competitions.

The Asian Indoor Games was the first notable multi-sport competition including esports as an official medal-winning event alongside other traditional sports, and the later editions of the Asian Indoor Games and its successor the Asian Indoor and Martial Arts Games have always included esports as an official medal event or an exhibition event up to now.

Moreover, the Asian Games , which is the Asian top-level multi-sport competition, will also include esports as a medal event at the edition ; esports around games such as Hearthstone , Starcraft II , and League of Legends were presented as an exhibition event at the Asian Games as a lead-in to the games.

In and , World Sailing held an eSailing World Championship that showed a main sports federation embracing esports.

The Olympic Games are also seen as a potential method to legitimize esports. A summit held by the International Olympic Committee IOC in October acknowledged the growing popularity of esports, concluding that "Competitive 'esports' could be considered as a sporting activity, and the players involved prepare and train with an intensity which may be comparable to athletes in traditional sports" but would require any games used for the Olympics fitting "with the rules and regulations of the Olympic movement".

The issues around esports have not prevented the IOC from exploring what possibilities there are for incorporation into future Olympics.

Leaders in Japan are becoming involved to help bring esports to the Summer Olympics and beyond, given the country's reputation as a major video game industry center.

Esports in Japan had not flourished due to the country's anti-gambling laws that also prevent paid professional gaming tournaments, but there were efforts starting in late to eliminate this issue.

Takeo Kawamura , a member of the Japanese House of Representatives and of the ruling Liberal Democratic Party , led a collation of ruling and opposing politicians to support esports, called the Japan esports Union, or JeSU; [94] Kawamura said that they would be willing to pass laws to further exempt esports as needed so that esports athletes can make a living playing these sports.

So far, this has resulted in the ability of esports players to obtain exemption licenses to allow them to play, a similar mechanism needed for professional athletes in other sports in Japan to play professionally.

The organization committee for the Summer Olympics in Paris were in discussions with the IOC and the various professional esport organizations to consider esports for the event, citing the need to include these elements to keep the Olympics relevant to younger generations.

During the Eighth Olympic Summit in December , the IOC reiterated that it would only consider sports-simulating games for any official Olympic event, but it would look at two paths for such games in the future: those that promoted good physical and mental health lifestyles, and virtual reality and augmented reality games that included physical activity.

A number of games are popular among professional competitors. The tournaments which emerged in the mids coincided with the popularity of fighting games and first-person shooters , genres which still maintain a devoted fan base.

While it is common for video games to be designed with the experience of the player in game being the only priority, many successful esports games have been designed to be played professionally from the beginning.

Developers may decide to add dedicated esports features, or even make design compromises to support high level competition. Games such as StarCraft II , [] League of Legends , [] and Dota 2 [] have all been designed, at least in part, to support professional competition.

In addition to allowing players to participate in a given game, many game developers have added dedicated observing features for the benefit of spectators.

This can range from simply allowing players to watch the game unfold from the competing player's point of view, to a highly modified interface that gives spectators access to information even the players may not have.

The state of the game viewed through this mode may tend to be delayed by a certain amount of time in order to prevent either teams in a game from gaining a competitive advantage.

In response to the release of virtual reality headsets in , some games, such as Dota 2 , were updated to include virtual reality spectating support.

A very common method for connection is the Internet. Game servers are often separated by region, but high quality connections allow players to set up real-time connections across the world.

Downsides to online connections include increased difficulty detecting cheating compared to physical events, and greater network latency , which can negatively impact players' performance, especially at high levels of competition.

Many competitions take place online, especially for smaller tournaments and exhibition games. Since the s, professional teams or organized clans have set up matches via Internet Relay Chat networks such as QuakeNet.

As esports have developed, it has also become common for players to use automated matchmaking clients built into the games themselves.

This was popularized by the release of Blizzard's Battle. Automated matchmaking has become commonplace in console gaming as well, with services such as Xbox Live and the PlayStation Network.

After competitors have contacted each other, the game is often managed by a game server , either remotely to each of the competitors, or running on one of the competitor's machines.

Additionally, competitions are also often conducted over a local area network or LAN. The smaller network usually has very little lag and higher quality.

Because competitors must be physically present, LANs help ensure fair play by allowing direct scrutiny of competitors. This helps prevent many forms of cheating, such as unauthorized hardware or software modding.

The physical presence of competitors helps create a more social atmosphere at LAN events. Individual games have taken various approaches to LAN support.

These teams often cover multiple esports games within tournaments and leagues, with various team makeups for each game.

They may also represent single players for one-on-one esports games like fighting games within Evolution Championship Series , or Hearthstone tournaments.

In addition to prize money from tournament wins, players in these teams and associations may also be paid a separate team salary.

Team sponsorship may cover tournament travel expenses or gaming hardware. Prominent esports sponsors include companies such as Logitech and Razer.

While different from the regimens of traditional sports, esports athletes still have extensive training routines. Team Liquid, a professional League of Legends team, practice for a minimum of 50 hours per week and most play the game far more.

Players are generally in competition by their mid- to late-teens, with most retiring by their lates. In most team-based esports, organized play is centered around the use of promotion and relegation to move sponsored teams between leagues within the competition's organization based on how the team fared in matches; this follows patterns of professional sports in European and Asian countries.

Teams will play a number of games across a season as to vie for top positioning in the league by the end of that season.

Those that do well, in addition to prize money, may be promoted into a higher-level league, while those that fare poorly can be regulated downward.

Teams that did not do well were relegated to the League of Legends Challenger Series , replaced by the better performing teams from that series.

This format was discontinued when Riot opted to use the franchise format in mid With rising interest in viewership of esports, some companies sought to create leagues that followed the franchise approach used in North American professional sports , in which all teams, backed by a major financial sponsor to support the franchise, participate in a regular season of matches to vie for top standing as to participate in the post-season games.

This approach is more attractive for larger investors, who would be more willing to back a team that remains playing in the esport's premiere league and not threatened to be relegated to a lower standing.

While there is no team promotion or relegation, players can be signed onto contracts, traded among teams, or let go as free agents, and new players may be pulled from the esports' equivalent minor league.

The first such league to be formed was the Overwatch League , established by Blizzard Entertainment in based on its Overwatch game. It is the first esports league to be operated by a professional sports league, and the NBA sought to have a League team partially sponsored by each of the 30 professional NBA teams.

Its inaugural season is set to start May with 17 teams. Activision launched its team Call of Duty League in January , following the format of the Overwatch League but based on the Call of Duty series.

Cloud9 and Dignitas, among others, have started development of a franchise-based Counter-Strike: Global Offensive league, Flashpoint, in February This will be the first such esports league to be owned by the teams rather than any single organization.

Esports are also frequently played in tournaments, where potential players and teams vie to be placed through qualification matches before entering the tournament.

From there, the tournament formats can vary from single or double elimination , sometimes hybridized with group stage.

The tournament may be part of a larger gathering, such as Dreamhack , or the competition may be the entirety of the event, like the World Cyber Games or the Fortnite World Cup.

Esport competitions have also become a popular feature at gaming and multi-genre conventions. Although competitions involving video games have long existed, esports underwent a significant transition in the late s.

Beginning with the Cyberathlete Professional League in , tournaments became much larger, and corporate sponsorship became more common.

Increasing viewership both in person and online brought esports to a wider audience. The average compensation for professional esports players does not compare to those of the top classical sports organizations in the world.

While prizes for esports competitions can be very large, the limited number of competitions and large number of competitors ultimately lowers the amount of money one can make in the industry.

For well established games, total prize money can amount to millions of U. Often, game developers provide prize money for tournament competition directly, [] but sponsorship may also come from third parties, typically companies selling computer hardware , energy drinks , or computer software.

Generally, hosting a large esports event is not profitable as a stand-alone venture. There is considerable variation and negotiation over the relationship between video game developers and tournament organizers and broadcasters.

While the original StarCraft events emerged in South Korea largely independently of Blizzard, the company decided to require organizers and broadcasters to authorize events featuring the sequel StarCraft II.

In addition to professional and amateur esports, esports have drawn attention of colleges and high schools since Along with the bursting popularity of Esports over the last two decades came a demand for extended opportunities for Esport's athletes.

Universities across the world mostly China and America began offering scholarship opportunities to incoming freshmen to join their collegiate Esports teams.

According to Schaeperkoetter and others, the potential impact that an eSports program could have on a university, coupled with the growing interest that universities are showing in such a program, combine to make this line of research relevant in sport literature.

As of , over colleges has esports-based variety programs. While game publishers or esport broadcasters typically act in oversight roles for specific esports, a number of esport governing bodies have been established to collectively represent esports on a national, regional or global basis.

These governing bodies may have various levels of involvement with the esport, from being part of esports regulation to simply acting more as a trade group and public face for esports.

Originally formed in to help promote esports in the southeast Asian region, it has grown to include 56 member countries from across the global.

This body was designed more to be a managing partner for other esports, working to coordinate event structures and regulations across multiple esports.

Additionally, trade groups representing video games have also generally acted as governing bodies for esports. Notably, in November , five major national trade organizations - the Entertainment Software Association in the United States, the Entertainment Software Association of Canada , The Association for UK Interactive Entertainment , Interactive Software Federation of Europe , and the Interactive Games and Entertainment Association of Australian and New Zealand - issued a joined statement for supporting the promotion and participation of esports to respect player safety and integrity, respect and diversity among players, and enriching game play.

Pro gamers are usually obligated to behave ethically, abiding by both the explicit rules set out by tournaments, associations, and teams, as well as following general expectations of good sportsmanship.

For example, it is common practice and considered good etiquette to chat "gg" for "good game" when defeated.

In a prominent example of good conduct, during a IEM StarCraft II game, the players Feast and DeMusliM both voluntarily offered information about their strategies to negate the influence of outside information inadvertently leaked to "Feast" during the game.

In professional League of Legends player Christian "IWillDominate" Riviera was banned from competing for a period of one year following a history of verbal abuse.

Team Siren, an all-female League of Legends team, was formed in June The announcement of the team was met with controversy, being dismissed as a "gimmick" to attract the attention of men.

There have been serious violations of the rules. In , eleven StarCraft: Brood War players were found guilty of fixing matches for profit , and were fined and banned from future competition.

Reports of widespread use of performance-enhancing drugs PEDs in esports are not uncommon, with players discussing their own, their teammates' and their competitors' use and officials acknowledging the prevalence of the issue.

Conversely, drugs with calming effects are also sought after. Some players take propranolol , which blocks the effects of adrenaline , or Valium , which is prescribed to treat anxiety disorder , in order to remain calm under pressure.

The unregulated use of such drugs poses severe risks to competitors' health, including addiction , overdose , serotonin syndrome and, in the case of stimulants, weight loss.

They commonly drink caffeinated drinks or use energy pills. There has been some concern over the quality of life and potential mistreatment of players by organizations, especially in South Korea.

Korean organizations have been accused of refusing to pay competitive salaries, leading to a slow exodus of Korean players to other markets.

Because of that, instead of adjusting his play and reverting to a safer, more defensive style where he waits at the turret, Hauntzer pushed up way too far to reach the minion wave and was punished for his hubris.

He gave over first blood to Mash and map pressure to P1 and didn't even learn from his lesson, pushing too far out in his lane again and again giving four free kills over to P1.

Even though Hauntzer brought his scoreline back up through his usual excellent play in teamfights, it didn't dismiss the fact that Game 1 was not the stomp it should have been.

Game 2, Hauntzer again made risky decisions, sticking around for more CS than the traditional lane swap, but he played it much more carefully and ended up with a lead.

He extended that lead when the rest of his team zoned off zig and killed him a couple of times.

Although Hauntzer didn't end up being involved with the rest of the map for the majority of the game, he kept up the pressure on zig, keeping him from becoming a meaningful tank.

Hauntzer is a brilliant top laner, but his confidence can at times get the best of him, as seen in Game 1. Analysis: In Game 1, Mikyx used Karma.

Things started off rough, as Mikyx was killed during two separate ganks in the bottom lane. Those were his only two deaths of the game though, as he was able to help Splyce take a close Game 1.

He poked down Vitality with Inner Flame and was able to effectively speed up his teammates for engages while using his shields to keep them safe when they sieged.

In Game 2, Mikyx used Bard and was able to effectively set up kills. After another close early and mid game, his Tempered Fate and Cosmic Binding combination in the late game allowed Splyce to win teamfights.

This was a well played series from Mikyx and Splyce as they upset Vitality in excellent fashion.

Analysis: Kobbe was given his best performing marksman in both games against Vitality and he made it count.

He picked up his first kill in Game 1 catching kaSing out of position and then took it slow until the final teamfight. In said fight he picked up a quadra kill to help Splyce close out the victory without dying.

In Game 2, he lacked the kill upside, ending with only two, but still dealt massive damage for Splyce. He picked up a double kill after Vitality secured Baron, preventing his opponents from utilizing the buff to it's full potential.

While he had a low kill total, his eight assists in Game 2 were more than his support's assist total. Analysis: Sencux showed off some good Azir mechanics on Friday.

His use of the Shurima Shuffle usage was on full display. In Game 1 he picked up two kills, but scaled nicely into the mid game. His poke damage when Splyce sieged with Baron buff in the late game heavily chunked down Vitality to either get them away from objectives or set up kills for his teammates.

In Game 2, he was able to kill Nukeduck early and pick up a kill in the first teamfight of the game. This allowed Sencux to scale quickly once again and his kill in the final teamfight helped Splyce take the series.

Analysis: Svenskeren had a strong series, finishing with a KDA ratio of eight, but not as strong as we usually see from him.

He ended with a kill participation of only 48 percent, and despite playing on Nidalee in Game 1 he did not have the complete control over the enemy jungle that we are accustomed to seeing from him.

It took a while for TSM to get enough map pressure to leave deep wards in P1's jungle, and the majority of the ganking was against TSM rather than from Sven.

The game started off poorly when he was unable to get past Inori to save Hauntzer, and that move sacrificed his blue side jungle, negating the leash TSM had given him.

He found his way back into the game after a big teamfight bottom lane, coming in at the end to cut off P1's escape route into the jungle and give Hauntzer and Doublelift two more easy kills.

After this, Svenskeren was able to get a bit back into his old swing of things, playing around Bjergsen's winning lane and trying to snowball everywhere that wasn't Hauntzer's mess.

Still, Sven's play was sloppy and overconfident; he got caught out several times trying to ward past the river and the play was only salvaged because TSM committed to collapsing and outfought P1 even with a numbers disadvantage.

Game 2 was a complete turnaround as Svenskeren was back on pointe, helping his duo lane pick up a couple of kills on zig and playing forward aggressively.

He had an incredible fight in the jungle where he caught multiple fleeing members of P1 in the jungle with one body slam and helped his team pick up several more kills.

Svenskeren's mechanics were as precise as ever, but if it hadn't been for the teamfighting ability of TSM, Game 1 might have gone a lot worse for him.

Analysis: Trashy maintained his recent success on Rek'Sai in Game 1. Vitality took control of the early game, but a clutch Baron steal gave Splyce the pushing power they needed to turn the tide.

He was able to use his Unburrow to set up kills in the late game and finished with six assists while not dying. In Game 2, Trashy used Elise and had decent success.

He missed some cocoons throughout the game, but also landed them when he needed to. He was killed to give away first blood, but was able to provide good crowd control late while his burst damage helped Splyce win teamfights.

Analysis: Wunder used Trundle in Game 1 and played well despite a rough start. He was solo killed in a close 1-vs-1 against Cabochard to give away first blood.

He didn't let it affect him too much, however, and transitioned into teamfights excellently. He used Subjugate throughout the game to steal resistances from Vitality members and used his pillar to stop his enemies from disengaging as Splyce took the upper hand in the mid game, finishing with a team high 7 assists.

Wunder used Irelia in Game 2 and was unkillable. He got off to a slow start, but picked up his first kill after Vitality secured the Baron as Splyce won the ensuing teamfight.

He was a monster late, diving onto the back line to chunk down Vitality carries and ended the game by picking up a double kill in the final teamfight.

Analysis: kaSing used Braum in Game 1 and had limited impact. He was able to pick up two assists early, during two separate gank plays by Vitality, using his ultimate to knock up members of Splyce for kills.

He was unable to really set up plays in the late game as Vitality fell off. He aggressively used his flash to land pinpoint bindings, but also sniped members of Splyce from range setting up kills.

Vitality again got off to a good start, but struggled in the mid and late game to close out the win, ending the day by being swept.

Analysis: Bjergsen continues to impress with his stellar play on a wide variety of mid lane champions. Despite five bans on mid lane champions in Game 2, Bjergsen still excelled, earning a KDA ratio of 28 and a kill participation of 85 percent.

In Game 1 the rest of TSM looked a little shaky, suffering from the overconfidence of facing the lowest ranked team in NA, but Bjergsen was as consistent as ever.

He turned the game around single-handedly, teleporting into the bottom lane to counter a double teleport play from P1, and arrived not only just in time to save Doublelift's life, but also landed a double bomb on all four members of P1.

Mash died immediately and everyone else was chunked out and scattered, the deadly play by the opposition falling apart.

Bjergsen picked up a triple kill on the backside, with the last kill going over to Doublelift. Bjergsen held his team together on multiple occasions, teleporting in later that game just in time to save Doublelift again, helping his AD Carry finish with a deathless record.

On the back end of the play Bjergsen converted more kills, knowing when he had to back away from the damage, but still coordinating perfectly with his team to send bombs forward on other members and find enemies to kill.

Game 2, Bjergsen was similarly everywhere, getting early ganks on zig with his Twisted Fate ultimate. He never let Pirean get the lane dominance P1 was relying on him to get, staying alive through ganks and avoiding Leblanc's skillshots.

In the end it was just another very clean, mechanically impressive game for Bjergsen. Analysis: In Game 1, Police used Sivir, but lacked major impact.

He was able to pick up an assist during a 4-vs-3 fight early in the bottom lane and grabbed his first kill with help from Shook in a 3-vs-2 fight. He picked up his only other kill during the second teamfight, but lacked the late game impact Vitality needed to close the game.

In Game 2, he used Jhin and effectively used the champion's range. He was able to set up kills with his Deadly Flourish and used Curtain Call to both slow and snipe down members of Splyce.

Police lacked a major carry impact in either game as Vitality were beaten Analysis: Nukeduck played Viktor in Game 1 and struggled. He managed no kills and only two assists as Vitality lost Game 1.

Overall, he was un-impactful, lacking the burst damage Vitality needed to turn teamfights. In Game 2, he played a little better on Karma. He showed excellent use of his flash and shields early in the game to avoid what looked like a certain death, turning with the help of Shook to pick up an assist on first blood.

He was able to pick up a kill onto Sencux during a five man turret dive in the mid lane and a second kill in the second teamfight of the game. He used Inner Flame to poke down members of Splyce, but fell victim to a late game teamfight loss as Vitality were swept.

Analysis: Shook used Elise in Game 1 and played well despite losing. He picked up two early assists and use good cocoon accuracy to set up the kills.

He picked up his lone kill in the game's first teamfight and fell off as Vitality lost the game. In Game 2, he played well as Rek'sai.

He had an excellent counter gank early in the mid lane, helping Nukeduck escape what looked to be certain death and turn it around to pick up first blood.

He was able to use his Unburrow well throughout the game to set up kills, but once again Vitality fell victim to a late game teamfight loss and were swept by Splyce.

Analysis: Cabochard attempted to carry Vitality in Game 1 on Olaf. He got off to a good start, solo killing Wunder to pick up first blood and using his teleport to flank in the bottom lane to secure another kill.

Vitality got out to a lead in Game 1, but lost control in the mid game. Cabo fell off as well, rushing into the back line of Splyce, but unable to pick up another kill after the early stages.

In Game 2, Cabochard played Gragas. This was another close game, and Cabochard was able to set up four kills using his Bodyslam and Explosive Cask.

He picked up his lone kill using his ultimate to snipe a low health Mikyx. Cabochard had low overall impact in this series and will need to be better if Vitality are to progress.

Analysis: Doublelift finished with a KDA of 27 and a kill participation of 82 percent against Phoenix1. While it was not the strongest performance from Doublelift this split, it was still two more impressive Lucian games to add to his record.

His deathless performance was in large part thanks to Bjergsen's Zilean in Game 1. In the big teamfight down bottom, Doublelift had been blown up before it even began, but Bjergsen arrived from mid lane just in the nick of time to save his life and turn the entire fight around.

Doublelift used the advantage from that fight to push hard in the bottom lane, which almost got him into trouble, but Biofrost was there to bail him out, as well as Svenskeren on occasion.

Doublelift has a very good eye for when to go all in, and he cracks down on an opportunity the second he spots it. This led him to diving on Inori when he peeked into their Baron bait and the rest of TSM backed him up so quickly that Inori's Elise was not even able to Rappel before she died.

In Game 2, Doublelift was even more on point. He started off strong with a very tricky delayed lane swap, cutting P1 off in the middle of trying to take down bottom tower and setting both Mash and zig behind in CS.

It opened zig up for several ganks by both Bjergsen and Sven, furthering Doublelift's lead over Mash. After that, it was just more of Doublelift's solid mechanics, giving him the confidence to flash forward into P1's fleeing team and pick up more and more kills, finishing Game 2 in a resounding manner and in under 30 minutes.

In Game 1 his Braum was mainly there to protect Doublelift, and he was always around when Doublelift was pushing far up the bottom lane, warding up the jungle and making sure that he couldn't be flanked.

He also worked as protection for the rest of the team, putting up his shield as they sieged turrets and using his ultimate to disengage the entirety of P1 when they were trying to chase them up the lane.

Game 2 Biofrost again put together a solid performance, helping Doublelift score multiple kills with his speed up. He made some questionable moves, such as maneuvering into the Ashe arrow barreling down the lane, despite having plenty of time to avoid.

He also walked with Svenskeren into a death brush and gave over two free kills to Phoenix. Despite those couple of misplays, Biofrost overall was a very valuable player, and hopefully will continue his performance going into the second half of the split.

Analysis: Vizicsacsi experienced some serious highs and lows in the series against Schalke, driving his team to victory in Game 1 and barely showing up in the stat line in Game 2.

In the first game, Viziscasci took Shen with the first pick and never looked back. He snagged an early kill with a bottom lane gank, built up to be an unstoppable tanking machine, and then helped completely turn the Baron fight at 23 minutes that decided the game.

This proved to be a regrettable choice, as Viziscasci made some aggressive gambles that didn't pay off, including a 1-vs-1 dive against Gnar in the bot lane where Viziscasci was thrown into his own pillar and stunned for the kill.

Analysis: Move leaned on Rek'Sai for both games of the series against Schalke, but only managed to find real success in the first game.

In Game 1, Move had the advantage of Viziscasci's Shen in the top lane, and their combined tankiness and disruption was enough to swing a number of teamfights in the Unicorns favor to give them a fairly easy win.

In Game 2, with Viziscasci falling behind on Trundle, Move was left as the only real frontliner and CC for his team and consistently struggled to make an impact.

Move's Game 2 may have been best exemplified by a late Baron fight, where he took a lot of care to set himself up for a perfect burrow into a Smite, only to get knocked out by Fox's Azir the moment he entered into the pit.

It wasn't so much that Move played poorly in Game 2, but it does seem that he struggled more as the sole engage for his squad.

Analysis: Exileh's Game 1 Viktor play looked phenomenal, as he took the inventor up against Fox's Cassiopeia and completely dominated.

Exileh was consistently sniping out the squishier members of Schalke in teamfights, as well as using his ultimate to both disrupt his clumped-up opposition and chase down injured opponents for kills.

In Game 2, however, Unicorns of Love made two key banning decisions: choosing to ban out Viktor rather than risk Schalke taking him with the first pick, and not banning out Azir.

Fox snatched up the Azir early, pushing Exileh onto LeBlanc. The game started off well for Exileh as he started off with two early kills, but a series of positioning mistakes led to Exileh dying in a few unnecessary spots.

Meanwhile, Fox's Azir was controlling the game with both damage and CC, and Exileh struggled to live long enough to pick anyone off in the late game teamfights.

All these factors added up to a Game 2 loss for Unicorns of Love to split the series with Schalke. Analysis: Veritas failed to impress in either of UoL's games against Schalke, though he also rarely got himself into trouble.

The Unicorns did not need much from their ADC in this game, but the fact remains that Veritas was largely a non-factor in the win.

In general, Veritas didn't put himself in a lot of undue risk, but also did very little to actually help UoL find the win.

Analysis: With Schalke banning out Bard in both games, Hylissang leaned on Nami with some mixed results for his team.

Hylissang used the mermaid to great effect this game, combining his Tidal Wave initiation with a durable frontline of Vizicsacsi's Shen and Move's Rek'Sai to ensure that UoL found the fights they wanted.

In Game 2, Hylissang went back to the Nami, but the same plays just didn't seem to arrive. Schalke, and Gilius in particular, did a much better job of avoiding Nami's initiation attempts, and were able to snowball an early lead over UoL into a full game blowout.

This game was also influenced by Schalke's choice to ban out Shen, pushing Vizicsacsi onto Trundle, where he had a much worse game and was unable to be the tanky frontliner Hylissang needed to follow up on his CC.

In Game 1, Steve did make the poor decision to hang around near a second tier top lane turret as the entire Unicorns of Love squad closed in on him, resulting in his death as well as the loss of the turret.

That engagement helped get Unicorns of Love back into the game, giving them enough of an edge to swing the next Baron fight and eventually take the game.

Still, Steve was able to play conservatively and counter Vizicsacsi's aggression, including a 1-vs-1 kill where he negated Trundle's turret dive by going Mega Gnar and stunning the troll against his own pillar.

Schalke picked the Gnar very early in both games, leaving Steve open to counterpicks both times, but he still played well and held his own no matter how the rest of his team was faring.

Analysis: Gilius played a pair of excellent Elise games against the Unicorns of Love, though his performance was only enough to earn a split.

This game also turned heavily on a failed Baron attempt around the 23 minute mark, but Gilius was largely rendered ineffective by the durable frontline of Vizicsacsi's Shen and Move's Rek'Sai.

Gilius was involved in 79 percent of his team's kills on the second map, with the pick potential of his cocoons combining with Fox's explosive damage to consistently neutralize dangerous targets.

Even in Schalke's loss, Gilius looked solid, showing that he is very comfortable taking Elise whenever he is given the opportunity.

The pick looked to be starting strong, as Fox hung with the Viktor through the lane and even helped his team secure a double kill during a tower dive in the top lane.

However, after Exileh started racking up kills around the 20 minute mark, Fax simply fell behind and found his poke and counter engage to be much less effective in teamfights than his opponent's raw damage potential.

In Game 2, though, Unicorns of Love chose to change their Azir ban to a Viktor ban, opening the door for Fox to take the Shuriman emperor.

The odds looked to be stacked against Fox, with Exileh taking LeBlanc and nabbing two early kills, but it didn't end up mattering.

Even though he was able to recover from the brief CS deficit and catch back up to Veritas' Caitlyn, his efforts weren't enough to swing the game in Schalke's favor.

After a Baron fight turned into a disaster for Schalke, MrRalleZ and his team found themselves too far behind to compete with their opponents and eventually lost their base.

His positioning was also impeccable, managing to stay entirely out of reach of both Exileh's LeBlanc and Unicorn's tanky frontline of Rek'Sai and Trundle.

Analysis: sprattel leaned heavily on Karma for the series against Unicorns of Love, but it was really his vision control around Baron that may have had the most impact on the match.

In Game 1, Schalke took an early lead before giving some ground back to UoL, then tried to take Baron while they still had a slight advantage.

Unfortunately, Schalke failed to eliminate UoL's vision before starting the fight, allowing Vizicsacsi's Shen to jump into the middle of their squad and turn the fight into a rout.

UoL was able to convert that lost objective into a big push and eventually the Game 1 win. In Game 2, Schalke had a much bigger early lead, but still managed to almost lose it all with a missed ward in the Baron pit.

In this case, sprattel's pink ward couldn't quite spot UoL's last remaining ward, giving Move the sight he needed to potentially dive in and steal the Baron.

However, Schalke's Fox was ready with a spot-on Azir ultimate, bouncing Move back out of the pit and securing the objective for Schalke in spite of the vision error.

Schalke would go on to win the game on the back of that clutch Baron secure by Fox. Analysis: Throughout the entire series, Bless was the standout member on his team.

Boasting an impressive KDA, he was not simply playing for stats, but played to win and that is exactly what he did.

He started off Game 1 with an impressive performance. As his team picked up an early first blood, he was able to secure an early farm lead, not worried about snowballing his team.

By doing so, it allowed him to scale quickly, finding two early dragons and picking up kills off the back of them.

Once Ever was in the lead, he refused to let go which resulted in his team finding even more of an advantage. After securing several Mountain Drakes, the team had an easy time picking up more objectives and using them to close out the game.

Bless continued to do well into Game 2, once again finding an early lead for his team. Unfortunately, a teamfight went wrong near dragon resulting SKT finding their way back into the game.

Try as he might, Bless could not shut down the comeback as SKT snowballed their way to victory to tie the series. Determined to claim victory in the series, Bless stormed the rift in Game 3 to lead his team to a final victory.

Finding yet another early advantage, he caught out members of SKT time and again to utterly demolish his enemy. In the process, he secured tons of objectives, making Bengi look like a rookie.

In doing so, he allowed his team the advantage they needed to close out the series and upset SKT.

Analysis: Although he was up against one of the best top laners in Korea, Crazy was able to perform and bring his team a victory. He started off the series by finding first blood for his marksman just as minions were spawning, putting him in the position he needed to secure victory.

After finding an advantage for his bottom lane, he did so for himself as well, doing much better than Duke during lane phase to move into teamfights with an advantage.

As a result, he was able to save his team several times with ultimates while becoming nearly unkillable. Participating in 15 out of his team's 17 kills in the game 1 victory, Crazy had an extremely crucial role in the victory.

He continued to do well during the second game of the series, but did not find the same results. After finding an early advantage, a poor teamfight gave SKT a way back into the game.

The rest of the game saw Ever desperately trying to defend against SKT's objective control to no avail. Falling in a final teamfight, the series was tied After the defeat, Crazy tried to carry his team, but simply wasn't able to do so.

Thankfully he didn't need to since his team dominated on all fronts. Finding assists with his Trundle pillar, he was able to stay alive and set up kills for his team while becoming an annoyance that SKT had to deal with.

In doing so, he allowed his team to close out the game in convincing fashion to secure the series victory Finding early kills, he was able to dominate Faker without killing him.

Roaming with his team and grouping early, he used Vlad's AoE to his advantage, putting the team at a huge lead. As Faker tried desperately to find an opening for his team, Tempt kept them all down to ensure his team would win fights over and over.

In doing so, he allowed his team to close out Game 1 in just 38 minutes with a 15, gold lead. Game 2 wasn't as impressive for Tempt.

Although his team found a lead once again, a botched dragon fight allowed SKT to mount a comeback. As he was on LeBlanc, it became difficult for him to find an opening as he was unable to one-shot anyone on the enemy team.

As a result, the series quickly became tied With the loss fresh on his mind, Tempt was determined to claim victory.

He did just that, picking Varus into Faker's Karma in Game 3. He showed his expertise on the champion, seemingly landing every arrow and ultimate he shot.

Dealing insane amounts of damage, he quickly bullied SKT and gave his team sole control of the map. In doing so, he paved the way to victory and his team followed him down the path.

Winning fights back and forth, he allowed Ever to claim multiple dragons bringing them a 39 minute victory. With the win, Ever secured the series victory He started off Game 1 with an impressive showing on Sivir, picking up first blood just as minions were spawning.

In doing so, he pushed Bang out of lane early and used his lane to great effect, snowballing to create an advantage for his team. Grouping early, he allowed his team to engage and overrun SKT early.

Dying only once in the victory, he was constantly dealing the most damage on his team, paving the way for his team to claim the Game 1 win. He faltered slightly in Game 2 but did not have a bad performance by any means.

After his team found an early lead, they took an unfortunate fight near dragon that resulted in SKT coming back. Unfortunately it was not enough to deter the lineup of SKT after they had secured Baron and several dragons.

With the series tied , everything was on the line. When it came down to the final stretch, LoKeN performed amazingly. After finding yet another early advantage, he was able to translate it into teamfight victories and objectives for his team.

Helping the team to secure five dragons and three Barons in the victory, his impact was clear. Earning 4, gold more than anyone else in the game, his skill paid off and net him yet another win.

Analysis: Hybrid used Karma to help Origen to a Game 1 win. He was effective as Origen sieged their way to victory, using Inner Flame to poke down H2K health bars and using his shields and speed boosts to keep Origen in good position to knock down objectives.

In Game 2, Hybrid used Thresh and played well. He showed off good mechanics, threading the needle to land Death Sentence throughout the game.

He picked up an assist on first blood and although Origen lost the game, Hybrid played well in this split series.

Analysis: xPeke helped lead Origen to a Game 1 win on Lucian. He helped siege with his ultimate and picked up two kills in the final teamfight of the game.

Best of all his positioning was good this game, as he wasn't caught out once to give away easy kills, ending with a game high three kills.

In Game 2, xPeke again used Lucian and played well. He picked up first blood and a kill in the mid game to allow Origen to pick up Baron.

He wasn't able to carry Origen to a win in Game 2, but his good positioning in this series as a whole was a huge step forward in his progression as an AD Carry.

He hardly missed any Piercing Arrows, helping Origen siege all game long by chunking down H2K health bars.

PoE didn't have a ton of kills, but his poke damage helped Origen siege to a victory. PowerOfEvil used Karma in Game 2.

He picked up his first kill during a 3-vs-2 fight in the bottom lane, but struggled as Origen fell behind. He was able to pick up a kill in the mid game that allowed OG to take the Baron, but with multiple members killed after securing the buff.

Analysis: Amazing used Olaf to help Origen to a Game 1 win. He picked up an assist on first blood and used his ultimate to charge through H2K's multiple crowd control abilities in the late game to set up kills while Origen sieged.

Amazing used Olaf again in Game 2 and had varying success. He was able to pick up kills and threaten the H2K back line in teamfights, but he was also killed repeatedly as Origen fell behind.

If anything he proved that he can play Olaf, but that the champion struggles when falling behind. He picked up first blood onto Odoamne and used his ultimate to make plays across the map.

This was an extremely slow game, but sOAZ split pushed well late aided by the Baron buff to allow Origen to open the base. Origen was dominated for most of this game, except for one mid game teamfight where sOAZ picked up his lone kill.

This allowed Origen to take Baron, but multiple members died in the aftermath to slow their push and comeback. Analysis: VandeR used Nami to set up good damage in Game 1 early on.

Things went south in the late game however, as he was unable to set up kills and Origen eventually sieged their way to a win.

He was killed to give away first blood and finished with five deaths overall in the game. While he was killed a lot, he also helped H2K in teamfights by landing Aqua Prisons and his Tidal Wave to set up kills, ending with nine assists.

He was mainly anonymous, unable to pick up any kills in the entirety of the game. There wasn't much action in Game 1 as Origen won a slow game.

Freeze was much better on Ezreal in Game 2. He picked up multiple kills in the late game as he scaled including a triple kill in the final teamfight to help H2K close the game.

Freeze must be more involved for H2K to reach the heights expected of them this split. He picked up a kill in the first teamfight of the game, but was unable to help win late game teamfights as Origen starved out H2K in a slow game.

Ryu used Viktor to help H2K win Game 2. He only ended the game with two kills, but his burst damage in teamfights allowed him to pick up a game high 10 assists.

While he wasn't picking up the kills, he was able to chunk down multiple members of Origen in fights with his full rotation of spells, allowing other members of H2K to pick up execute kills.

Analysis: Jankos used Elise to start off well in Game 1. He was able to pick up three kills early, responding well to a gank in the top lane to kill xPeke in the bottom lane.

As the game wore on he lost his effectiveness. In Game 2, Jankos dominated on Elise. He picked up a double kill in the mid game and helped H2K dominate teamfights combining his burst damage and cocoon to set up kills, including six for himself.

Overall his cocoon accuracy was poor in comparison to his usual games, but when push came to shove Jankos landed the crowd control to help H2K tie the series.

He was killed early to give away first blood and struggled to set up kills in this slow game. Odoamne took Shen in Game 2 and helped H2K dominate.

He was killed during a 1-vs-3 turret dive early, but survived long enough to pick up a return kill. He scaled well into the mid game and was nearly unkillable in teamfights, using his ultimate to shield carries and landing his Shadow Dash on multiple Origen members.

He even picked up a double kill in the mid game after Origen secured Baron to lessen the effects of the buff. Analysis: Mithy had a strong Game 1 on Braum.

He was able to play the off tank role perfectly for G2 alongside of Expect. He set up multiple kills with his Concussive Blows passive and helped G2 engage with his Glacial Fissure for an easy Game 1 win.

In Game 2, Mithy used Bard and again was a playmaker. He was able to set up kills using his Tempered Fate and Cosmic Bindings to lock members of Fnatic in place during teamfights.

He also showed good use of Tempered Fate to save his teammates from dangerous situations, often prolonging their lives in the process.

Analysis: Zven carried G2 to a Game 1 win on Jhin. He was able to stay safe throughout the game, dealing damage from long range with his ultimate.

He picked up a double kill in the second teamfight of the game and a triple kill in the final teamfight to close out Game 1. Zven played a more utility role on Ashe in Game 2.

He picked up an assist on first blood and showed good Enchanted Crystal Arrow accuracy throughout the game to pick up 10 assists.

While his two kills was a low total for Game 2, his 12 KDA was excellent. Analysis: Perkz used Zilean to support G2 in Game 1.

He was able to pick up three kills in the game, but really helped with Zilean's utility in teamfights. He was able to speed up Trick to engage on the Fnatic backline and used his ultimate to resurrect members of his team to continue fighting.

Perkz used Ryze in Game 2 to help G2 dominate Fnatic. He picked up a kill onto Febiven with help from Trick and solo killed Gamsu early. He didn't pick up many kills, but his burst damage chunked down Fnatic for his teammates to pick up execute kills.

Analysis: Trick used Olaf to help G2 to a Game 1 victory. He picked up first blood on Gamsu and a kill in the first teamfight of the game.

Trick proved a threat all game long, sprinting onto the Fnatic backline to disrupt their carries in teamfights. Things went even better for Trick in Game 2 on Nidalee.

He picked up a kill on Spirit early and two kills in the first teamfight of the game. He went off picking up a triple kill in the second teamfight of the game and dealt huge burst damage, leading to a game high nine kills.

Analysis: Expect piled up the assists in Game 1 on Gnar. He was able to pick up an assist on first blood and provided G2 with an excellent front line tank in teamfights.

Starting with the LPL, a portion of the revenues from LoL Esports Manager will go back to pro teams featured in the game, allowing the sport as a whole to share in the success.

The title will first release for the LPL in with the intention to gradually expand and include players from other leagues.

The reach and depth of the LPL provides an ideal environment to launch the first League of Legends game in the sports manager genre and create a product that deeply resonates with our fans before broadening to additional regions.

As we head into the 10th season of LoL Esports, we remain deeply committed to elevating our sport and eagerly prepare to bring you another great year of competition.

Thank you for submitting a question!

League of Legends Esports is the fastest growing global sport and the pinnacle of competitive gaming with more than professional esport teams and over players. News of Legends. Retrieved 13 May Es kann auch sein, dass Du aufgrund von technischen Sebastian Langrock dieses Fenster hier angezeigt bekommst — es gelten dann die selben hier getätigten Hinweise. Entscheidend sind neben der passenden Taktik vor allem Reaktionsgeschwindigkeit, Koordination und Antizipation. Das Jetztspielen Mahjong dich auch interessieren.
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