"Are you even capable? You can miss two out of six soldiers in one wave, and five out of twelve soldiers in two waves. Your performance is steadily declining."

"What can I do? This hero is just so hard to last hit in the early game."

"But this is too much..."

"Just bear with it. Things will be different when I have ten mana points."

Not to mention JKL's suffering, even Roland himself is having a hard time. In the past, he only needed to focus on harassment and the minimap, but now he suddenly has to seriously farm minions, which makes it impossible for him to play. He himself is also a bit annoyed.

The two of them now are a classic example of being trapped in a siege.

To give an example, it's like how students in school always dress up as adults, while outsiders always dress up as students. However, it seems that the trend has changed in the last two years. Game and anime cosplay has surpassed work clothes to become number one. The same interior can be re-skinned and its value can skyrocket. It can only be said that it's still easy to make money from otaku.

Of course, the early battles didn't really have much to do with the bottom lane. For TES, it was a success if the bottom lane didn't die, and losing a few tower plates was even acceptable. If the four-core lineup could still gain an advantage in the early game, that would be truly outrageous.

For FPX, the offensive pressure is much greater.

In the late game, the weapon is invincible in a solo push. Syndra has single-target burst damage in the mid-to-late game. And then there's Veigar and Senna. If you ignore them, they'll become your daddies after 30 minutes. Who will Nocturne fly to then?

The strength of a multi-core lineup lies in the fact that once the worst period of development in the early game is over, it becomes virtually unstoppable in the late game.

After considering the feasibility of a 2v2 in the top lane, Ha Huang simply changed his jungle route. After clearing the lower jungle, red buff, and raptors, he turned around and ganked the mid lane, leaving only a retreat signal for the top laner.

"I can't help you on your journey."

"it is good."

"But I need your help."

"explain."

The method is simple: acting skills.

Acting originates from life and remains true to life. In an era where most actors lack acting skills, the best masters are those who let go of everything. Ah Le did just that. Even though there was no jungler behind him, he kept telling himself: This is just an ordinary ranked game.

As you keep persuading them, their defenses gradually crumble.

Once his psychological defenses crumbled, his uniquely aggressive top lane style resurfaced once again.

Consumption?

Sure, I'll let you use your health to gain experience.

You think you can just run away after you've finished your combo?

No way. They'll just jump in and fight during your downtime. You can let your troops slip through, you can use healing items, but you absolutely cannot afford to lose blood.

What? The enemy team might have a jungler?

What does it have to do with him? Since there's always one lane that gets relentlessly ganked by the enemy jungler, why can't it be him? As long as he gets a ticket to MSI and has the chance to go abroad and make a name for himself, he'd be willing to kneel down and be a dog for the jungler, let alone be ganked.

dignity?

Only when you are strong enough and can win can you have dignity!

Ah Le's fearless attitude didn't faze Niu Guli; everyone was just playing it safe and going all out. But Xiao Tian was terrified. She wasn't sure if the enemy jungler, Lee Sin, was hiding in the top lane bush or in the red team's top lane tri-bush.

Regardless of whether the hero is strong or weak.

Counter-attacking is always better than initiating an attack; this is a rule in most situations.

In the brief moment of his hesitation, the Lee Sin... had already quietly moved to the vicinity of the mid lane.

to be continued ...

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. . . . . .

. . . . . .

P.S.: TES's matches are really exciting!

Contest: Chapter Sixty-Six: I fear not being crushed to pieces, but only wish to leave behind a pure reputation in the world.

Level 3 is precisely the time when the mid laners on both sides fight most fiercely in most matches.

Even if you know that level 3 might be the time when junglers love to gank, there's no denying that no one can escape a level 3 fight, because by then, the minion wave is definitely out of control.

Either they go to the enemy tower or they go to their own tower. No matter which outcome, as long as the enemy mid laner isn't stupid, they will try their best to control the wave in front of the tower and create a tower front wave or try to push the wave in. Therefore, a battle between the two sides is inevitable.

As a former prodigy with Syndra, Knight is definitely not afraid of Doinb on the other side.

Syndra is a champion whose dominance in the mid lane remains high regardless of the version. Apart from the fact that she is easy to lose to and end up in a comic book scenario, this thing is an all-rounder in the mid lane. She has burst damage, poke damage, control, and long legs. Especially the Youmuu's Ghostblade skin, it's so exciting.

After seeing his jungler sneaking over, Knight immediately started pushing the lane.

Tibetan?

no need.

GANK is something like that.

It's not that a gank has to result in a kill to count as a gank. For top professional players, whether it's flashing or simply pressuring the enemy's health, it's a form of successful gank.

Syndra, the Blind Monk, happens to have a combo skill that allows her to openly and honestly engage in face-to-face damage.

Q [Sonic Wave], hits the enemy siege vehicle.

W [uses telekinesis] to grab the cannon vehicle.

The moment Doinb spotted Lee Sin's Sonic Wave, he instinctively started walking back, but he didn't dare use Flash. With Syndra's QE combo still in hand, using Flash would be giving the opponent a free opportunity.

"Oh!"

The cannon minion was slammed down near Orianna, and Lee Sin followed up with his second Q. He placed a ward, hopped, and slowed Orianna down with a ground slam, then started auto-attacking.

Knight and Harper are both incredibly slick.

I definitely couldn't kill him, but I'll just stick to the red buff and annoy him. Syndra won't use her E skill. When Orianna is about to enter the tower, she finally throws out her EQ combo, forcing Doinb to use Flash.

What's even more infuriating is that after reducing your health to half, Knight stops farming minions altogether.

They'll just cross the minion wave and block your position to gain experience. Want to get experience?

Come on, let's fight first!

【666666】

[Knight's gone bad too; this move is definitely a top lane technique taught to him by the King of the Hill.]

[Ahem, here I have to share some smelling tips with you all.]

[Stop the harsh criticism. Based on experience, there's no mid-lane pick; after all, Nasus isn't suited for mid-lane.]

A series of combined punches completely stunned Doinb's mentality.

"Wasn't it said that the enemy jungler was in the top lane?"

"We thought so too, but it's okay. Our weapons were damaged by our flashbangs, so this is still a good deal."

"But I can't gain any more experience points."

"Emmm, it's okay, we're getting ready to tower dive top lane too."

As far as Tian is concerned, he can't really take care of the mid lane because it's too far away. But the top laner is lingering under the tower waiting for minions to enter the tower without Flash or any health. Isn't that a bit too disrespectful to them?

Decisively tower dive, showing no mercy.

Faced with the beastly behavior of the enemy top and jungle duo, all Ale could do was use his E to block damage while trying to farm as many minions as possible. Trying to get a counter-kill at this point would be a foolish thing, because the enemy Nightmare's E skill has crowd control.

That's the awkward part about being a top laner.

He could certainly return to base and then teleport back online, but this return to base would present a major problem: he wouldn't have enough gold.

In the early game, he was already at a disadvantage against the melee class due to his long range. No matter how aggressively he traded blows, it couldn't hide the fact that he only had a dozen or so CS. With the gold from the timed trades, if he went back to base rashly, he could only buy a pair of boots or a cloth armor. If he returned to lane without enough gold, he would be traded blows by Jayce with Teleport, and then Jayce would continue to finish him off at full health. This would lead to the jungler coming to gank and tower dive, trapping him in a vicious cycle where he would lose lanes if the enemy jungler didn't come.

On the contrary, if you take the experience and minions, you can go back and buy a control ward to prevent ganks, or a health potion to withstand pressure, or even buy another Ruby Crystal to make the lane easier.

When playing top lane, one thing to understand is that some kills can be given away in the early game.

First blood deals 400 damage, which means Jayce would only need a Tear of the Goddess and a Long Sword. Ignoring items like the Tear of the Goddess that don't provide any bonuses, the damage output of both top laners is actually on par, with Jax even potentially having a one or two more potions. In the early game, a small item like the Long Sword is the least cost-effective item.

In other words, even if he is doomed in this wave, he still has room to make a comeback in the next wave.

Hit the road.

In the early game, there is only one top-ranked item build: the "armor penetration" build.

After enduring immense damage and clearing minions under the tower, Ah Le's screen finally went black, and he took his hands off the keyboard.

"I blew half of it up."

"Ah."

"According to the Alliance Act, I now enjoy half the benefits of a passive income."

"Keep going, you're just one chance away from a complete victory."

The atmosphere within TES is actually quite good. This situation was inevitable from the moment Haro chose to sacrifice the top lane, but they are not flustered and are still following the same strategy as when they played against FPX.

The three-pronged approach is very simple:

Step 1: Disrupt Doinb's development.

Step 2: Restrict the movement of LQS

Step 3: Find an opportunity to initiate a team fight when Doinb teleports to the side lane to farm minions. Because if Doinb falls behind in the early game, he will definitely not follow the team. Being good at finding resources to farm is indeed an advantage, but in special circumstances, it can also be a disadvantage.

While each player in the top lane was calculating their own moves, the bottom lane battles became increasingly intense as time went on.

It's not that Si Shao has gone crazy in team fights, but rather that Ah Shui's playstyle has become increasingly aggressive. Regardless of whether there's an opportunity or not, he'll go up and auto-attack the opponent a couple of times to steal their soul. Relying on Veigar's E and his own Q skill to heal, he's practically jumping right into the opponent's face and frantically farming his passive.

You're an AD carry turned support and you're so picky, do you think LQS will tolerate that?

We must open it.

Rui'er's first team fight was unstoppable for TES's bot lane duo. The only thing Roland could do was prevent the opposing bot lane duo from following up and killing them. However, as JKL jumped in more often, the number of times the opposing team initiated team fights also increased. Senna's meager healing was simply not enough to withstand such a blood exchange, and as a result, their bot lane duo's health became increasingly dangerous.

"Brother, if you keep jumping like this, we're both going to die sooner or later, you know that?"

"I can't resist! I'm seeing my passive soul stacks up so fast. Maybe I should just go for a few more waves and then stop?" Only when he returned to the familiar support role could JKL once again experience that unique joy of stacking souls while playing ADC as a support.

Should we make him back down?

nonexistent.

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