After suffering eight consecutive losses, Roland could no longer contain his emotions. In front of all the viewers on the live stream, he played a game against bots, got his first win, and then fled in a sorry state.

When they saw Roland turn off his live stream with a long, dark face, the TES group surrounding him finally couldn't help but burst out laughing.

"Haha, damn, you're so unlucky! Did you forget to wash your hands before going out today?"

"This is beyond just not washing his hands; I even suspect that his hands were contaminated with the substance."

"How about winning one game and then going to sleep?"

"Get out! Get out of here, all of you! Stop laughing, you'll all be in this situation sooner or later."

"cut."

Integration: Chapter 85: Version Creates Heroes

After a "pleasant" night, TES's opponent finally came down to the second-to-last place in the regular season, which was the biggest dark horse in the LPL: SN.

There's no need to elaborate on SN's lineup.

Young Abin + Vietnam's Richest Man + Young Master Nutcracker + Sea Whip Boy + Snake Mom

This team, which didn't have much of a reputation before, shone brightly at the S10 World Championship. Although some players showed some bad signs after the tournament, and a coach who cried his eyes out after the World Championship ran away quite quickly, at least... they were a team with great potential before the end of the World Championship.

SN's strengths lie in many aspects, such as:

First: The person above might have met the landlady while renting a place outside.

Second: At some point in time we don't know, that Vietnamese boy who had always had to rely on his own hard work and sweat to get ahead finally understood what the two words "capital" meant.

Third: Mid-laners who find they can't achieve good results have to go home and inherit their family fortune.

Fourth: A certain AD carry hasn't learned Tryndamere's W yet.

Of course, the most important point is the second one, because the jungle carry version is too suitable for Vietnam's richest man, SofM. He is almost as saturated with the benefits of the version as JDG's Kanavi.

The current meta is quite clear: top and jungle dominate, mid and bot lanes are left to farm.

It's not that the mid lane isn't important. Apart from understanding the version in S7, the mid lane is extremely important in Worlds. The reason why the mid laner in S10 has to be a "dog" is because in the jungle carry version, junglers rely too much on the mid laner's lane priority and vision.

It's impossible to expect a Graves to gank everywhere like a blind man in the early game, so his teammates need to at least hold the lane, and if necessary, the mid laner may even need to temporarily act as a second roaming position.

Similarly, because you are a jungle carry, your economy will be more focused on saving money to buy items, so you can't bring one or two control wards every time you go back to base like a utility jungler.

What if you don't have enough vision? Your teammates will have to cover for you.

What if your teammates can't cover all the damage? Okay, back to square one. In that case, you in the mid lane must take lane priority, ward the enemy jungle, secure scout fruits, assist the jungler in taking river crabs, and utilize all available map resources to reduce vision pressure.

This is the wild core.

In this version of the Summer Split, which is close to the playoffs, with the changes to the jungle, the mid lane no longer needs you to make plays like getting kills. You just need to have lane priority and be able to provide support. As a result, the food chain in the bot lane has also changed.

The weight of soft supports and defensive supports has decreased, while the weight of hard supports and utility supports has increased.

AD carries are starting to lean towards utility, with champions like Ashe and Ezreal gradually becoming mainstream. This is because supports are needed to roam and find opportunities, secure vision, and relieve pressure on the jungler. As a result, the pick rate of hard supports that are strong in the early game, provide good support, and reduce the difficulty of tanking towers is increasing.

This is the version.

No team can go against the meta and output damage, and no player can go against the meta and lead the team. In this meta, even if you bring in a system-driven protagonist to play AD, he will be a utility player for the first 25 minutes, obediently kneeling in the bottom lane and acting as an ATM.

Upon arriving at the venue, while the equipment was still being set up, Roland was already pondering how to play today's match.

Just like the various teams have a relationship of mutual reinforcement and restraint, in fact, compared to JDG, SN is currently the team that best restrains TES (in this book).

The mid-lane is stable and doesn't need to be tied up by Necrophos.

One jungler is responsible for remembering the respawn time of jungle monsters, and the other is responsible for calculating the respawn time of jungle monsters. Strictly speaking, both belong to the category of map control, but Sofm is more aggressive and quite individualistic.

Here comes the point.

Snake is the player who can counter Roland's performance.

Despite winning against SN in the previous match, TES has consistently lost more than they've won in scrims against SN. This is because SwordArt understands Karsa's jungle farming habits, and SwordArt's support is just too reliable.

They are so steady they're almost animalistic. They're fine when they're at a disadvantage, but they never get carried away unless they're 80% sure of winning.

But Roland is different.

He seizes every opportunity and trusts his teammates completely, so he often takes advantage of any chance he finds, while his teammates don't react in time, causing the momentum to snowball.

There's nothing we can do about it.

Even if JKL and the others react quickly, they can't always keep up; no one is a robot.

Thinking about this, White Crescent also felt a bit of a headache.

"Today, let's try to secure the mid, top, and jungle as much as possible. As for the bot lane, A-Ban, try to feed less."

"No, Coach, you can't blame me. As a tank support, I have to find opportunities to initiate team fights when the game is even. Otherwise, why would I play a tank support? It's understandable if I fail to initiate. On the contrary, as an initiation support, if the game is at a disadvantage, I have to find opportunities to fight for miracles, right? I can't just hold down my ultimate and be a coward, can I?"

"I understand what you mean, but I hope that your decision to start a group isn't just your own idea, you know what I mean?"

"You mean... I should do a token gesture before the group buy starts?"

"That's right, that's exactly what I mean."

"Hey, you should have said so earlier. This is nothing."

"I hope you understand what I mean."

After a pleasant discussion about match tactics, the remaining four members of TES followed the two guys onto the stage, looking completely bewildered. Although they didn't understand exactly what the two meant, they could roughly assume it was improvisation.

First round of bans:

SN: Ezreal, Nidalee, Swain

TES: Graves, Twisted Fate, Zoe

As mentioned earlier, most mainstream champions were nerfed in patch 10.15. Aphelios has been nerfed for a whole year, and Varus was also nerfed. Furthermore, due to the rise of the Ezreal-Yuumi combo, Ezreal is now the highest priority AD carry. Other AD carries are not high priority for bans unless they are playing against teams with a limited champion pool in the bot lane.

Here is a simple list of priority heroes for each role in the S10 Summer Split regular season:

Top Lane: Renekton, Ornn, Wukong

Jungle: Jungle Carry/Trundle, Lee Sin, Volibear

Mid lane: T0: Two balls and one princess; T1: Support mid laners/Azir, Zoe, Sylas

AD: Ezreal, Ashe, Aphelios (Varus was banned for the first half of the game).

Support: Leona, Nautilus, Thresh, Bard

Based on the table above, it's easy to guess which side will pick the best pick.

SN: Volibear, Renekton, LeBlanc

TES: Syndra, Ashe, Lee Sin

The draft is actually quite simple, because there are only a few mainstream heroes. Apart from the one-trick ponies and unconventional lineups, the rest are basically one hero for each other, just like when we played streetball in the gym as kids, the captain would play rock-paper-scissors to pick whoever he wanted.

Here, the enemy bans Ezreal and picks Ashe, then secures three more engage champions, clearly intending to destroy your backline AD carry.

Second round of bans: Ornn, Nautilus, Jhin, Thresh

On his fourth move, Roland pulled out Bard.

Banning Thresh prevents you from using the Senna-Tahm Kench combo, picking Bard prevents you from playing jungle-support synergy, Aphelios can't be picked, and Varus doesn't fit into the dive composition and will be split up, all to force you to use the Senna-Tahm Kench combo.

This Bard move truly stunned everyone.

"Ah Ban... he still knows how to play this thing?"

"I remember watching him play a game on his stream that day, but it was a free-for-all." The two commentators in the commentary booth stared at each other, completely bewildered.

Everyone knows this guy plays tank support and mage support, and his only support is the tough old woman. But suddenly a popular Bard popped up, instantly disrupting SN's plans.

With no other option, they had to pick Senna and Tahm Kench in the fourth or fifth pick, giving up lane control in the bottom lane.

As for the last pick, TES gave it to Malphite.

It's not that TES didn't want to give Flandre a Conter pick; in fact, Gangplank and Quinn, who are good against Renekton, are already available. In ranked games, they could even pick Darius with Ghost. But plans can't keep up with changes. TES's first four picks, except for Lee Sin, were all squishy and had no tankiness whatsoever, so they had to add a frontline.

Ornn is gone, and as for Shen, Flandre hasn't been playing much lately.

Then let's just make a stone golem.

If you're laning against Renekton, it's considered an even matchup unless Renekton is more than 30 CS ahead. Anyway, if the bot lane has lane priority, the jungler will definitely gank bot lane. Top lane isn't easy to gank either, so just play by yourself.

With this, the lineups for both sides are finalized.

SN: Top lane Renekton, Jungle Volibear, Mid lane LeBlanc, Bot lane Senna Tahm Kench (Top, Mid, and Jungle are strong in the early game, but weak in the late game)

TES: Top lane Malphite, Jungle Lee Sin, Mid lane Syndra, Bot lane Ashe + Bard (with full roaming potential from the jungler and support)

Game start.

Integration: Chapter 86: On the Rhythm of the Match

At the start of the game, both sides immediately invaded each other's jungle and began placing wards.

TES's strength lies in the bottom half of the map, while SN is the opposite. Relying on the threat of Syndra and Ashe, Roland even openly invaded, circling around the top of the dragon pit, and then came out to pick up his own passive.

Bard, well, there's no way he'd ever work, not in his entire life. Laning isn't stable enough for him, so he just picks up these kinds of items to maintain his experience. Going into the jungle feels like coming home, much better than the fear of becoming an ATM in the bot lane! Everyone there is talented and quite valuable; he loves it.

But there's nothing he can do. In the early game, he only gets a few passive spawns, and even if he picks them all up, it's not enough to support his leveling up. He can only pitifully return to his lane.

Then they started to bully the opposing Tahm Kench mercilessly.

As we all know, the support role follows the principle of mutual reinforcement and restraint. A defensive support like Tahm Kench can easily block offensive supports, but when facing a utility support like Bard, who is similar to a soft support, he can only be slaughtered.

What's more, this guy has long reach. No matter how much experience Roland has compared to Snake, long reach can still easily beat short reach opponents.

Ashe slows down with her W, then Bard follows up with his Q.

The two skills combined provide almost 100% crowd control; if you then trigger Comet and Scorch, the result is simply breathtaking. Thanks to the hero's unique characteristics, TES's bot lane has already firmly secured lane control shortly after its release.

"Reporting, sir, the objective has been captured. Team A3 requests further instructions."

"Well done, A3 team. Now, take point H immediately. Take point H immediately."

"A3 team received."

In this version of S10, the rhythm of the jungle determines the rhythm of the game. Volibear is a hero whose jungle clearing speed is not particularly fast in the early game. Since the opponent's top jungle is strong, Sofm's opening strategy is to open the bottom jungle and then clear the top jungle.

In fact, this is also the case from TES's perspective.

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