Posts by "Agilio Macabasco"

Skill Decompilation: Teamplay

Cooperation is the essential component of League of Legends. If you wanted to test your individual skill, there are many other games you could choose in order to play one-on-one. Yet, here you are again, looking to improve your LoL play. In this edition of our Skill Decompilation Series, we’ll be dissecting Teamplay in order to help you become a better teammate and thus, lead you to more overall victories.

Revisit our past Decompilations if you’d like to learn more about AggressionToughness, or Vision.

The Nature of Teamwork

Think back to your middle/high school biology lessons – do words like “mutualism”, “symbiosis”, and “flocking” ring a bell? Your teacher probably taught you about classic synergistic partnerships like the Nile Crocodile and the Egyptian Plover bird, or the clownfish and sea anemone.

Crocodile and Plover

Renekton’s yearly dental check-up

They probably also taught you examples of individual organisms joining together to create a larger entity, such as a school of fish or a flying-V formation of migratory birds. In all of these cases, organisms are working together in order to achieve things they could not do on their own.

Fish form schools in order to protect themselves from predators. Migratory birds create formations in order to conserve energy and fly farther than they could alone. Without the help of other creatures, life would be much harder – they may even struggle to survive. My main point here is, teamwork is natural! It makes life easier.

League of Legends is no different.

Bot lanes partnerships like Ashe + Zyra and Lucian + Braum have kits that are basically made for each other (hellooo Xayah and Rakan) – they combine to augment the abilities of their partners. On a larger scale, full team compositions can often merge multiple individuals into a singular force of destruction. Like their biological counterparts, Summoners will fail to survive the ladder if they cannot learn to cooperate.

What makes a great teammate?

Since ranked League of Legends is inherently a 5 versus 5 competition, it was important for us to take into account a player’s willingness to participate and collaborate in team-related game events. The Teamplay GPI score is broken down into the following sub-skills:

Aphro GPI

Assists Participation

  • This score calculates your overall participation in team fights, weighed toward how much you assist
    • We use this score to keep track of how well players are contributing to team fights – weighing towards assists to make sure everyone gets credit.
    • To improve, simply group with your team more – respond faster to their pings for help.
    • Any damage you deal that contributes to a kill, or any heals/shields you give to an ally who kills an enemy, will contribute to this score.

Objective Participation

  • This score is based on your relative contribution toward taking neutral objectives and destroying enemy structures.
    • Kills and assists can influence the game over time by building gold, but taking objectives (such as turrets) can actually change the ebb and flow of the game by opening up the map.
    • Remember that the ultimate goal of the game is to destroy the enemy Nexus – it’s often better to prioritize taking a turret than chasing a stray enemy for a less valuable kill.

Ward Participation

  • This score is based on your relative contribution in Warding and sweeping
    •  The more you individually contribute for
    • For obvious reasons, this sub-skill is closely tied to your Vision score – these tips from our Decompilation will help you improve.

Healing

  • Healing is based on the amount you heal per game, heavily weighted towards healing your allies
    • We include this score to help identify the performances of certain champions, such as measuring Namis against Namis, and Sorakas against Sorakas.
    • Note that this score takes into account items such as Redemption, but does not take into account Lifesteal or Health Regeneration.

Kill Stealing

  • This score is based on how often you are getting the killing blow without meaningfully contributing to fights
    • We factor in Kill Stealing as a measurement because our intention is to focus on overall team fight contribution.
    • If you come at the very tail-end of a fight when your teammates did most of the damage, we want to make sure that it doesn’t skew your score as if you had been there the entire fight.
    • A Kill Steal will be counted if you kill an enemy but did not deal the majority of the overall damage to the target.

A Temporary Tribe

When you enter ranked Solo Queue and Champ Select, you and four strangers are forming short-term partnerships for the next 20-60 minutes. Try to think of them as your temporary tribe, family, co-workers – whatever works. The point is, it’s best to get into a mentality where you’re prepared to work with others in order to achieve your goal.

Consider the following real world examples:

  1. Imagine that you were stranded on a desert island with several random people. Would you start demanding that you’d be the person to collect coconuts, or else you wouldn’t do anything else? Probably not. You’d probably just change your role to whatever role was needed in order to increase your chances of survival.
  2. Say you were picked from a live audience to participate in a game show challenge where you were matched with people you’ve never met before. Would you insult and criticize them if they made a mistake, even though you were working toward a common goal? If you did, you’d probably fail the challenge.

I think you see what I’m hinting at. We’ve all been in games where someone who wasn’t assigned their desired position takes the Champ Select hostage (“MID OR FEED”). We’ve all seen teammates viciously flamed for an accidental Flash or a whiffed Ultimate. In the big scheme of things, being selfish and lacking empathy will not lead to success, you’re much more likely to tilt your teammates and snowball toward a defeat.

Don’t worry about creating a perfect team, you just have to be a better team than your opponents’. In an ideal world, where Riot’s matchmaking system truly does match teams with equal skill levels, the team that is better able to work together will prevail. It’s like a competition to see who’s less dysfunctional.

These are all reasons why we include Teamplay as one of our eight main GPI metrics. If you truly want to improve and climb, you need to embrace being the best teammate you can be. Be selfless, be adaptable. Be willing to take a step back and allow others to shine. Once you emphasize the Teamplay elements of LoL, your temporary tribes will be more cooperative and victorious in the long run.

You’re building a super-entity

As you and your teammates choose your picks & bans, remember that you are joining forces to create a super-entity.

A “super-entity”?

Megazord kick

Yup. Think about it. When you add up all your abilities ([4 Skills + 2 Summoner Spells] x 5 champions), your team has 30 abilities at your disposal! And this doesn’t even account for active abilities you receive from your trinkets and items.

Like a school of fish, your team as a whole works together to create and harness this larger beast. From level one onwards, you collectively feed it gold and the blood of your enemies. Like a game of foosball, you have to work together to control its different parts in order to achieve your goals. If your team all does their part, your super-entity will bring you to victory.

 

Synergies and Team Compositions

In team select, take advantage of the opportunity to show which champion you intend to play as. This is usually used to discourage your teammates from banning your champion, but it’s main purpose should be to plan synergies and team compositions. What is your overall strategy?

Just a few examples of questions your team should be considering:

  • Do you have enough Crowd Control?
  • How many tanks will you have? Do you have any?
  • What is your method of engaging?
  • Do you have enough damage? Is it split between AD and AP sources?
  • Do your carries lack mobility?

Again, you have a minimum of 30 abilities to build your super-entity with. You should be striving for a cohesive package of synergies between your individual champions, but also have an overall game plan for how your super-entity will thrive.

Check out this recent example of synergy between individual champions:

Step 1. Altec’s Ashe “Enchanted Crystal Arrow” (R) stuns Svenskeren’s Graves.

Step 2. Moon’s Gragas knocks the stunned Graves back toward the rest of the team with “Explosive Cask” (R).

Step 3. Flyquest cleans up the kill with the help of Braum.

Step 4. Balls’s Rumble teleports behind TSM and slows them with a long-range “Equalizer” (R) Ultimate.

Step 5. Ashe finishes off the kill on Wildturtle’s Lucian.

Although TSM’s super-entity ends up winning the match, in just a few seconds, we see how Flyquest acts as one in order to successfully make picks on Graves and Lucian. Their chosen champion synergies are demonstrated with a potent mix of Crowd Control, damage, and follow-up.

Like the Crocodile and Egyptian Plover, which exchange protection and food for teeth cleaning, you should be looking for complimentary combinations that maximize the strengths of your team while minimizing its weaknesses.

Here are a few classic combinations:

  • Orianna + Malphite
    • Orianna’s “Shockwave” (R) is tough to land alone.
    • If you pair it with an awesome engage like Malphite’s “Unstoppable Force” (R), you’ll have a delivery system to set up an AOE wombo combo.
    • After the combo is executed, it’s an easy cleanup for the rest of the team.
  • Poppy + Anivia 
    • Against a Poppy, a smart enemy team is likely to avoid standing near terrain walls at all costs.
    • Fortunately, Anivia can create her own walls with her “Crystallize” (W), giving Poppy more opportunities to pin enemies with “Heroic Charge “(E).
    • In return, the Poppy’s pinning allows Anivia to follow up with more CC or the damage for a kill.
  • Lulu + Kog’Maw
    • Kog’Maw is inherently immobile and reliant on basic attacks, but can carry the game if properly babysat.
    • Lulu’s utility kit provides Kog’Maw with additional mobility from “Whimsy” (W) and tankiness from her shields “Help, Pix!” (E) or ultimate “Wild Growth” (R).
    • Lulu’s W can also be used to polymorph assassins or bruisers looking to dive Kog’Maw.

Beyond synergies between individual champions, you should also be planning your team’s overall cohesive strategy. What will be your team’s strengths after laning phase is over? Would it be better to group as five and force teamfights? Or does your team fare better by looking for split push/backdoor opportunities?

Team Composition Archetypes

There are many team comps out there, but here are a few of the most common:

  • Area of Effect (AoE)

    • Involves champions such as Amumu, Kennen, and Karthus. Orianna + Malphite would be be a great fit for an AoE comp.
    • Combines AoE CC with AoE burst damage in order to kill multiple enemies at once.
    • Relies on coordination to stagger CC (using in quick succession instead of simultaneously), and to avoiding prolonged teamfights/skirmishes.

 

  • Protect the Hyper Carry

    • Involves champions such as Vayne, Janna, Tristana, and Kayle. Lulu + Kog’Maw are would be part of a Hyper Carry comp.
    • Focuses on protecting a late game threat with shields/babysitting/buffs so they can hard carry with scaling.
    • Relies on keeping the Hyper Carry alive. Try to get them ahead in the early-mid game to expedite the process.

 

  • Pick

    • Involves champions such as Leblanc, Ahri, and Thresh. The Poppy + Anivia combo would most likely be part of a Pick comp.
    • Uses hard CC and burst in order to pick off individual opponents in order to create favorable team fights (such as a 5 v 4 situation).
    • Relies on vision control, map awareness, and game sense to know where enemies will be going (e.g. predicting that they’ll be collecting a big minion wave).

 

  • Poke

    • Involves champions such as Jayce, Nidalee, Caitlyn, Corki, Varus and Xerath.
    • Excels at long-range combat, sieging structures, and keeping the enemy team at a safe distance.
    • Relies on safe positioning and knowing when to disengage or kite.

 

  • Split push

    • Involves champions such as Kassadin, Twisted Fate, Shaco, Fiora, and Tryndamere.
    • Utilizes one or two split pushers on the side lanes while the rest of the team pressures other parts of the map.
    • Relies on mobility of split pushers, and the rest of the team’s ability to recognize when to avoid teamfights.

Most champion’s have hints built into their kit for who would work well with them. Yasuo’s Ultimate, “Last Breath” (R), can only be activated by a knock-up as a result he works well with an Alistar or Vi. Tahm Kench, Kallista, and Bard have utility abilities that are quite weak as solo champions, they’re meant to compliment and collaborate with others. Overall, mix and match to find which champions work well together – take note of the combinations that you find are successful for your wins, and the enemy synergies that give you a tough time during your losses.

General Teamplay Advice

In every Decompilation, we include advice from our in-house Mobalytics coaches and analysts. Here are some Teamplay tips from our analyst, Hewitt “prohibit” Benson.

Recognize your carries

  • At Champ Select, do your best to understand which champions on your team snowball the hardest when ahead in levels. Use this information to allocate attention and resources to ensure their success.
  • If you’re team is all AD except for your AP Mid-lane Ahri, it might be a good idea to get her ahead since the enemy team will likely be stacking armor.

Objective prioritization

  • Many things can go wrong when trying to take Baron/dragon/towers. It’s important to back your team up in securing the objective even when you think it’s free for the taking.

Choose the right lanes to help

  • Occasionally, allied lanes can get so far behind that the enemy can actually 1 v 2  the both of you if you try to come and help.
  • Don’t fall into a trap by helping lanes that are begging but cannot be saved. Instead look to play around your lanes that are winning.

Chip in for Vision

  • We learned in our Vision Decompilation that the game becomes much easier when everyone is doing their part to Ward and fight for map control. 
  • Remember that your super-entity has a total of 5 trinkets and a maximum of 5 Control Wards.
  • Coordinate to get the most value from your gold investments and cooldowns.

Know when to take a backseat

  • When you’re behind, consider playing around the players that are doing well.
  • If you feel like you’re outmatched, simply not dying and keeping up with your lane opponent’s experience is doing a service to your team.
  • Don’t worry if you’re slightly behind in gold, you’ll still be useful in team fights if you are close in experience levels.

If you aren’t carrying, build tankier

  • Take pride in building a tanky item (such as Deadman’s Plate or Randuin’s) when your team has enough damage, you’ll be helping your carries to survive longer by peeling and soaking damage.
  • Defensive items are better as standalone components in comparison to their Offensive counterparts. (Deadman’s Plate’s solo efficiency versus Infinity Edge on its own)

Adapt to your team

  • Forcing aggressive plays when your team is scared and passive, or being passive when your team is blood thirsty, will result in split calls.
  • Teams on the same page have better success even if the call may be sub optimal
  • Try to judge what page your team is on and take that into consideration before making plays.

The Bottom Line

The essence of Teamplay is to leave your ego behind and embrace the big picture. Your choices and actions should be contributing to the overall success of the team. Is what you’re doing helping the team? Are you in a close enough position that you’d be able to come to your allies aid? Remember that you’re all there for the same reason – to get that glorious LP. So get out there, be a better teammate. Be the Summoner who brings your team together instead of flaming them. Be the summoner who adapts your champion choice according to synergies and team compositions. Your selflessness will be rewarded.

Did you find this article to be helpful? We’d love to hear your thoughts on our Discord channel.

 

Vision: Skill Decompilation Series

In this issue of our Skill Decompilation Series, we’ll be delving deeper into Vision and its role in successfully climbing the ranked ladder. We’ll begin by discussing “big picture” mentalities that will help you better appreciate Vision control in general. We aim to redefine the perception around Vision control and thus, make it more accessible and enjoyable for all players to emphasize. After exploring mental approaches, we’ll be providing tips for utilizing specific game mechanics that can help you win more, now. 

Is your Vision game already top-notch?

Check out our Decompilations on Aggression and Toughness.

An Introduction to Vision

It’d be a safe bet that between our eight Mobalytics GPI skill metrics, “Vision” would be ranked by players as the least glorious. If you take a look at recent highlight reels from the pro-scene – you’ll likely see clips such as a flashy 1 v 1 mid-lane kill, a well-timed teleport flank, or, of course, a clutch Baron steal.

You’ll hardly ever see Ward placements or Ward clearings being showcased (remember the old sarcastic tradition of crowds clapping for Ward clears during lulls in the action?). Vision is simply boring and less impactful in comparison to mechanical prowess, game-changing play-calls, and well-timed Smite steals…right?

Not so fast – let’s take a second look back at those highlights using a lens that focuses on the role of Vision in the plays:

  • The flashy 1 v 1 kill was put in motion because the Ahri knew that the opposing Jungler was a safe distance away, creating the opening for a calculated dive on her opponent.
  • The well-timed teleport flank which ended up deciding the game was made possible by a sneaky Ward that the opposing team failed to detect.
  • Finally, the Baron steal – yes, it does take game knowledge to know how much damage your Smite + abilities will do, as well as the mechanical skill to time the burst properly. However, when we break things down, you’ll see that the odds of a successful Baron steal are relative to the amount of vision available which informs the players attempting to steal it.

Still not convinced?

Baron Steals: A Quick Analysis

Take a close look at this 2017 Baron Steals countdown reel by Riot’s “The Penta” series:

  1. (0:06) The red team (CRW) fails to clear the blue team’s (FB) Farsight trinket Ward. Thaldrin’s Poppy is able to see an opening, giving FB a clear path for the steal.
  2. (0:32) As the clip begins, the blue team (ROC) appears to be in a dominant position as they have a Control Ward denying vision to the red team (MSF). When Ignar’s Tahm Kench places a Control Ward, Phaxi’s Maokai scrambles to clear it. He eventually succeeds, but it’s too late. The few seconds during which Ignar’s Ward survives give MF just enough information to make a well-informed attempt with a Khazix + Orianna combo by Kakao and PowerOfEvil.
  3. (0:57) Holy crap, look at how many Wards the red team (FB) has in Baron pit! The blue team (HKE) has little chance to clear all of FB’s Wards without taking substantial damage from Baron, forcing them into a tough spot. The overwhelming amount of vision leads the way for a huge ult by DreamSha’s Heimerdinger.
  4. (1:15) The blue team (SPY) neglects a red team (UOL) Control Ward that should’ve been cleared much earlier. Hylissang’s Lulu is able to make the steal with a well-timed Q, punishing SPY for their simple mistake.
  5. (1:37) Don’t blink for this one. The blue team (C9) isn’t even on the screen while red team (TL) takes what looks like an easy Baron. At first glance, it seems like a lucky blind shot by Sneaky’s Jhin. However, if we take a careful look at the beginning of the clip, we see a well-timed blue trinket scry by Sneaky. The tiny glimpse at Baron’s health gives Sneaky the opportunity for the Hail Mary play. Yes, the odds were low for the snipe succeeding, but the clutch scry gives Sneaky the chance to calculate beyond a mere blind shot.

You get the idea. Vision won’t provide the killing blow, but it sets the opportunity up like the pass before the slam in a massive alley-oop. Sure, sometimes there are truly blind shots on Baron where RNGesus takes the wheel and gives a lucky steal with something like an Ezreal ult. But for the most part, it’s clear that behind the majority of successful steals, there was a clear attempt to establish control of vision that made an informed decision possible.

How We Measure Vision

While we may concede that Vision isn’t the flashiest Mobalytics skill – we believe it is definitely one of the most impactful. Within your GPI, the Vision score is broken down into the following sub-skills:

Xpecial vision

Xpecial’s GPI Vision score

Wards Placed

Measures attributes related to all Wards placed regardless of source:

  • Wards Placed (WP) = the average number of Wards you place per game
  • Wards per minute (WPM) = the average number of Wards you place per minute
  • Wards Placed % (WP%) = the average percentage of your team’s total Wards that you contribute to per game
  • Methods of placing:
    • Trinkets
    • Sightstone
    • Control Wards

Wards Cleared

Measures attributes related to Wards you remove regardless of method:

  • Wards Cleared (WC) = the average number of Wards you cleared per game
  • Wards Cleared per minute (WCPM) = the average number of Wards you clear per minute
  • Wards Cleared % (WC%) = percentage of the Wards cleared in game total
  • Methods of clearing:
    • Control Wards
    • Scryer’s Bloom
    • Red Trinket

Wards Bought

Measures attributes related to the number of times you spent gold on a Ward:

  • Wards Bought (WB) = number of Control Wards bought
  • Wards Bought per minute (WBPM) = number of control Wards placed per minute
  • Differentiates from warding sources such as Sightstone and trinkets

Map Awareness

  • This sub-skill is coming soon, stay tuned!

Compared to the sub-skills of our other Mobalytics metrics, Vision’s are quite straightforward. If you place more Wards, clear more Wards, and buy more Wards, your score will improve. Our current version of our GPI compares you to all other players, so Supports and Junglers will naturally have higher scores. However, in the near future, your GPI will be compared within your role – so if you’re a Mid who doesn’t Ward as much as your peers, you’ll definitely know.

It’s a great idea to revisit our article, A More Detailed Analysis of Warding in League of LegendsUsing in-house Mobalytics data, we break down the differences between the amount of Vision control at each of the ranked tiers from Bronze through Challenger, according to the five role. We’ll give you key insights for improving, such as numbers you should aim to match or exceed at each tier, as well as other awesome tidbits such as popular warding areas used by the pros.

The Bottom Line

If you aren’t improving your Vision game, you’re limiting yourself as much as if you neglected working on your farming mechanics or team fight positioning. Ultimately, our goal at Mobalytics isn’t to create highlights, but to empower competitive gamers to become the best players of their utmost potential. Remember that true glory is found in the climb.

Redefining Vision: It’s About Mental Context

A great way to improve in almost anything is to reevaluate your perspective. By distancing yourself and changing the way you approach a challenge, you can make handling it easier and even more enjoyable. This technique definitely holds true if we apply it to League of Legends.

A common mentality, especially at the lower rankings, is that warding is sort of like a chore (we know from our Warding article that the majority of players don’t even buy a single Ward). It’s the undesirable “dirty work” passed on to the non-carries while the “good players” handle the actual winning. Of course, this couldn’t be further from the truth – even Faker averages around 0.46 Wards per minute.

How can we change the narrative for lower ranked players to help them better appreciate and emphasize the key role of Vision control in attaining victory? Let’s take a step back and look at some examples of Vision in contexts outside of LoL. 

Exhibit A – The Trojan Horse: Despite a clear lead in the war, the Trojans managed to have one of the biggest throws of all time when they failed to recognize the late-game backdoor cheese of the Greek’s horse. Perhaps if the Trojans had gathered more information, and didn’t get careless, they would’ve noticed that something was amiss.

Trojan Horse meme

Hecarim using Tahm Kench’s ult?!

Exhibit B – The Death Star: Luke and the gang wouldn’t have had any real hope in turning the tide against the Empire without the efforts of rebels before them. We later found out that it took a whole movie worth of work to gather crucial intel in exploiting its only weakness.

At its core, Vision control is about the flow and manipulation of information. From the two examples above, we see two ends of the spectrum in the role information can play. On one end (Exhibit A), the absence of information ends up losing a war for a side that had victory in its grasps. On the other end (Exhibit B), a tiny bit of key intel brought makes it possible to win in what used to be an impossible situation.

Find out what works for you. If imagining you’re James Bond gathering intel makes warding more fun and appealing, do it! Once you accept and appreciate the impact of Vision, you can take the steps forward in order to improve and climb the ladder faster.

Remember: Warding makes the game easier

Imagine having a map hack that allowed you to always see the enemy team’s Jungler (like having the first activation of Twisted Fate’s ultimate as a passive). How would you play differently?

You’d probably have more peace of mind, be able to farm more consistently, and harass more aggressively. You’d be able to more easily coordinate counter-ganks, tower dives, objectives, and so on.

Of course, this map hack doesn’t exist (without cheating), but why not strive for that level of knowledge?

It’s About Variables

For other summoners who are more comfortable with seeing League from a more methodical perspective, consider Vision control in terms of maximizing the variables you can influence in order to decrease the amount of unknown variables.

If we accept this context, logically, the team that has better overall control of the map’s information will make better decisions than their opponents. Better decision-making leads to better results. Better results leads to more wins and eventually, more promotions for individual players.

Wise Words from the Pros

Xpecial quote

 

Ready to Improve?

By this point in our Decompilation, we hope you’ve established a better mental appreciation of why the best players emphasize fighting for Vision control – if you haven’t you might as well stop reading (kidding). For the next half of our article, we’ll be giving specific Vision tips from our Mobalytics analyst, Hewitt “prohibit” Benson.

So pay attention, class is in session.

Coordinate Vision control at Champ Select

When you’re in Champ Select strategizing with your team for potential Wombo synergies, split push tactics, and so on – don’t forget to keep your team’s plan for Vision control in mind. 

Let’s compare and contrast the Vision capabilities of Malzahar and Thresh, two popular supports:

Malzahar

Malzahar Q

Malzahar’s Q, “Call of the Void”, allows Malz to scout Fog of War from a safe distance.

 

Malzahar W

His W, “Void Swarm”, has a much shorter range than the Q, but can potentially have more value since Voidlings give vision for 12 seconds or until killed.

Thresh

Thresh lantern

Thresh’s W lantern ability, “Dark Passage”, can be used to provide sustained vision of an area (6 seconds) with the advantage of being impervious to clearing methods.

These small subtleties can make a big difference in your team comp. Malzahar may provide more damage, but Thresh has the edge in overall Vision utility. On the other hand, Thresh’s lantern doesn’t do any damage so it cannot be used for an objective steal attempt like Malzahar’s abilities can.

Outside of Supports, many champs at every role in the game have at least one ability that can manipulate Vision. Maokai has his saplings. Caitlyn, Jhin, and Teemo have trap mechanics. Ezreal, Ashe, and Twisted Fate can check vision from across the map. The list goes on. Just as you should be aware of your champion’s cooldowns and power-spikes, you should also know their limitations as far as Vision control.

Here are a few more general champion tips:
  • Use your champion abilities conservatively for Vision in the early game when you can usually see all of your enemies besides their Jungler.
  • As the game moves toward late game and longer death timers, feel free to use your abilities more liberally since your mana pool will have expanded by then.
  • Some abilities can also be used to deny vision if they have an auto-attack reset. Champions such as Trundle and Leona can use a quick auto-Q-auto combo to deny a Ward.

Use the map and terrain

If  Wards, trinkets, and champion abilities are your artist tools – the map and terrain are your canvas. Here are some of our favorite tips and tricks to remember when lighting the mini-map with some color:

It’s like playing Battleship!

  • Wards are great for indicating where an enemy is, but you should also take into account that a Ward is revealing where an enemy isn’t. For example, if the enemy Mid Laner goes missing, but doesn’t show up on the bottom side of the map, you might want to warn your Top Laner.

Extend your gaze

  • You can extend the usual range of a Ward by placing a Ward on top of terrain. Doing so will push the Ward to the nearest non-terrain location. This trick can be used to place Wards from almost double the normal range, keeping you safe while illuminating the map. Check out this video below by AveunUK for great demonstrations (you’ll have to watch directly on Youtube):

Use Scryer’s Bloom

  • Vision plants are amazing. Not only do they let you safely scout a dangerous area before venturing out, but they also reveals Wards. Don’t waste these plants with careless hits! Instead, try to aim them where they would cover as much Fog of War or common Wards areas as possible.

Maximize your resources

It’s crucial to make most of your gold investments and trinket cooldowns. The slightest edge can be the difference in your next team fight or gank. Here’s how to increase the value and efficiency of your Vision control:

Spread your wealth

  • Picture the map if your team utilized the maximum 5/5 Control Wards (only 375 gold total) – you’d have a massive advantage over the enemy team if they only had 1 or 2. Although you may not succeed to convince them every game, it doesn’t hurt to strive to remind your teammates to do their part in buying Control Wards throughout the game. When it happens, it’s a beautiful thing.

Protect your wealth

  • If you’re placing your Control Ward in a place you can’t protect, you’re wasting your gold. The better you protect your Ward, the better it’ll protect you. Maximize the value of that 75g!

Be smart with your sweeps

  • Don’t waste your Sweeper on areas that you plan on placing a Control Ward. Maximize your CD by using your Sweeper in situations where you’re almost certain that a Ward is there, such as when your opponent leaves lane for a second or two.

Use those charges

  • Trinket Wards can store up to 2 charges. The longer you sit at max charges, the less Wards you can place in a game. Make sure to always keep yourself recharging Wards and never maxed out.
Velkoz TL;DR

Poor guy, didn’t see it coming…

In the Aggression edition of our Skill Decompilation series, we taught you “R.I.P.”

For Vision, the mantra we leave you is:

Vision is all about about your I.’s.

The more Intel you have, the more Informed your decisions will be, and the more you’ll Improve.

 

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