Sunday, February 2, 2014

A Quick Look at the Fast-Push Strategy in League. Part one: Compositions.

Fast-pushing is a strategy that has become extremely prevalent in competitive League of Legends. The strategy revolves around taking enemy towers down early and fast in order to establish dominance over the map and snowball the game into a fast victory. It often relies around team compositions with strong early/mid games but suffer heavily into the late game. This puts an effective "Timer" on the team to create the overwhelming advantage before the opposing team accrues enough gold to buy the core items for their compositions which often rely more on the later portions of the game. Recently in the North American LCS there was a game that very well described how a fast push should work, and also what a team needs to do in order to stall the game out long enough for overcome the early disadvantage and win the game. I'll be going over the Curse vs Counter Logic Gaming match from Week three of the NA LCS to examine some of the in's and outs of Fast-Pushing, both pros and cons. Today it'll be just the drafting portion of the game.

So what I would say is the general rule of drafting fast pushing teams is that you want attack damage/speed, strong wave clear and mobility. You also want to try and bait the other team into picking champions with weak wave clear, as strong wave clear is the main method of stopping a fast pushing opponent. With that in mind let's see what drafting decisions Curse and CLG make in champ select. Starting with bans, where not a whole lot unfolds in regards to the fast push strat. CLG ban away a few champs that have strong potential to pick off individual champions, but that doesn't really matter that much to Curse because they aren't going for a team comp that focuses on picking people off like that, rather forcing them to back away from turrets through out numbering people at the turret with smart and fast rotations. Curse also doesn't ban away any really strong wave clearing champions, more of two all around strong picks with the Annie and Elise bans.

Moving into the picking portion of the draft we begin with Curse picking up Ziggs. Ziggs works really well with fast push strategy because it's very easy to push enemy minion waves out and shove yours up against the oppositions tower allowing you to either put damage on the turret or to roam to another lane and help shove turrets there. Shoving a lane like this also keeps at least one person pinned to the turret allowing for your rotation to become more effective. CLG respond to the Ziggs pick with a Renekton and Shyvanna. Now both of these champions have decent wave clear with Shyvanna's actually being quite strong, however picking them both of these forces the Shyvanna to play in the jungle, making her far less effective in stopping the fast push because when you are playing Shyvanna in the jungle, your strength comes from counter jungling, and not so much from moving into lanes and assisting/ganking. Curse then takes Dr. Mundo and Jinx. Dr. Mundo can hold a turret very well and Jinx might be the best turret pushing champion in the entire game with her natural attack speed steroid from her Q and strong wave clear from her Q as well. These two picks now are also very smart as they don't reveal that Curse is looking for a fast push strategy. The first three picks from Curse are totally normal picks that could also be used in a pick comp or a team fighting comp due to Mundo and Jinx both having forms of CC and strong late game scaling. Not knowing it's a fast push comp CLG take Vayne and Yasuo next. Both of these champions are really bad at defending the fast push as vayne has no real inherit wave clear and Yasuo needs a static shiv at least before he can clear waves easily. Knowing that CLG has now picked a team compositon that will struggle against the fast push Curse immediately lock in the Nunu and Janna picks. Nunu and Janna both have good synergy with  Jinx adding another attack speed steroid and an attack damage steroid with Janna's shield, not to mention the knock-up form Janna can also persuade people to abandon turrets form fear of the dive initiate she brings, Janna's ultimate also can counter-act the hard engage a Shyvanna ult brings to a team fight. So two very smart picks for this composition. CLG knowing what they are up against now have no real choice but to simply stick to the comp they are already bulding and lock in the Lulu for the last pick.

So in summary, Curse picked strong pushing champions that are also usable in other compositions to bait CLG into picking champions that are weak against the fast push. Once Curse knew CLG couldn't build a strong composition to counter their strategy they revealed their strat with their last picks. CLG at this point has no other choice but to stick to their guns and hope to out play Curse in game.

Later this week (Prob Tues/Wed) I'll be looking into the first twenty minutes of this game to see how Curse now execute this fast push strategy.

Obligitory Chauster picture. 
Image source from ibuypower.com

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