But it's different with the French aid.

What is the core essence of legal aid?

It means to be alive.

Because only by staying alive can you deal damage. And since magic support damage outputs one set after another, as long as you can get the cooldown to the second set of skills, a single hit will deal at least half of the target's health. Isn't that much better than an ADC having to reposition nine out of ten seconds in a team fight?

"No, you're too cautious, so you just threw me out as bait?"

JKL was almost numb.

If Varus didn't have armor penetration items this patch, and if those items weren't so cheap and readily available, dying even once at this point in the game would completely disrupt his farming rhythm.

"It's okay, I'll win this game."

"???"

To prove himself right, Roland had actually started sabotaging his own AD carry.

A small group of soldiers.

Ten minutes ago, there were 17 melee units, 15 ranged units, and 35 siege engines.

Supports, due to their reliance on gold-generating items, will face a penalty mechanism if they farm too many minions. So... the key to stealing farm is to make the most reasonable use of this mechanism: farm all melee minions in each wave, farm jungle camps like the raptors at F6 and the wolves at Wolves, and use W's super long range to cross half the map to farm cannon minions and low-health melee minions on the bottom lane.

Furthermore, when the salary reaches 900+ and is close to 1000 for the upgrade, the artillery vehicle upgrade is blocked (see the video for the principle).

Although doing such complicated things doesn't earn much money each time.

However, the key to the mage support role lies in how to steal their share of the economy from the three carry positions, and incidentally, get some kills.

Just like someone who has practiced their family's traditional craft for a long time, once they stop to recuperate, they may not see any results in a day or two, but as time goes on, they will eventually see changes in all aspects.

This is the principle of accumulating small amounts into large ones, and quantitative changes leading to qualitative changes.

. . . . . .

. . . . . .

. . . . . .

P.S.: Today's update is a bit late, the reason is...

High EQ: Because the romance scenes were poorly written, they needed to be supplemented with real-life material, so they went to gather material.

Low emotional intelligence: Blind dates

The Battle for Supremacy: Chapter Twenty-Six: A Spot-On Shot, That's the Confidence You Get.

After missing the optimal opportunity to engage in the vanguard raid, the DK's momentum was effectively suppressed.

Vanguard - Switch lanes - Take down towers - Start the dragon fight.

The reason why many matches are almost impossible to turn around if you don't play well in the early stages is because if you don't create opportunities in the early stages, the entire game rhythm has already entered the opponent's most familiar territory. What to do at what time and what not to do at what time are all part of each team's own operational system. It can't be said to be flawless, but at least the margin for error is ridiculously high.

Under TES's standard rhythm, DK's days are getting harder and harder.

At this point, most teams actually have only three options.

You can either mindlessly drag the game into the late game and wait for the opponent to make mistakes to slowly turn the tide, like the famous EDG's comeback against FPX from a huge disadvantage. That was a textbook example of waiting for mistakes, seizing opportunities, and turning the game around. The only difficulty is that it requires the players to have a good mentality. It's really hard to maintain the mentality of turning the game around when you're at a huge disadvantage.

Either they open the game directly and continue fighting until they push for a draw, which, strictly speaking, isn't considered giving up. In a best-of-three or best-of-five series, this approach is essentially giving up on one game to preserve the players' mentality. In a long game, the win or loss of one or two games isn't that significant.

As for the last option, since we can't even win through operations, let's fight a couple of times and see if there's a chance. If not, we'll send it; if we do, we'll fight again.

LCK matches mostly involve the first option, so you often see both sides mindlessly dragging out the game into the late game, and even the most classic scenes like Senna with nearly 300 stacks of Soul not daring to attack, and Hecarim in the jungle dealing less than 10,000 damage at 40 minutes.

Of course, this only applies to competitions.

Regarding ranked matches, it's not that the Korean server's ranked gameplay is particularly brutal, but rather that too many Chinese players have moved there, and the brutal gameplay has subtly changed the Korean server's ranked system. It's not that the Korean server itself has any direct connection to this, but it's not significant.

LPL, on the other hand, is simply the third option: a mindless all-in bet.

Since this match is still a competitive one, neither DK nor TES intended to reveal their full strength here. So DK's next choice was simple – fight!

Aren't your LPL teams the ones who love to fight the most?

Then let's lay everything out and compare our teamwork and coordination abilities.

For a time, small-scale team fights broke out all over the Rift, the intensity of which left League of Legends fans around the world stunned. Even the commentators, who considered themselves well-versed in such matters, were overwhelmed by the rapidly rising kill counts on both sides.

Is this a DK?

If you covered up the DK team name, I'd believe you if you told me it was IG.

Khan's Gragas ultimate was quite well-placed several times, it's a pity, DK can't rely solely on Gragas' ultimate to initiate fights.

Anyone who's played a few chaotic brawls knows how strong TES's lineup is at creating space and controlling the battlefield.

Syndra, Varus, Swain

Raven is alright, but in ARAM, you need a specific team composition to unleash its full potential.

But Varus... to be honest, which ARAM player hasn't been annoyed by this thing?

The Demon Slayer Blade, a finishing move, can finish off enemies with a full W and Q combo.

Even though Varus's equipment wasn't quite there yet, with just one or two armor penetration items, his poke damage was already starting to become inhuman, dealing anywhere from a quarter to more than a third of the damage, showing absolutely no mercy.

"See? I already said I'm the center, you should protect me!"

Another fully charged Q skill took away more than a quarter of Tristana's health, and JKL was filled with pride.

Do not ask.

That's the kind of confidence you get when you shoot accurately.

Like those toilets in shopping malls, the promotional slogans are actually useless. If you put a mosquito projection on that little toilet, and add a scoreboard, and draw weekly, monthly and annual rankings, and the top three can be given virtual IDs to play on a loop in the men's toilet, do you see if anyone will still have their urine split when they pee?

You'd have to take good care of yourself and hold it in for ten days or half a month, then go to the mall toilet every month to play games.

"Your gear is cheap, look how smug you are."

"Hey, but I can afford it, so what?"

"It's just that this crappy game doesn't have items. If I could just carry a few Greed Charms, carry a Faith Bow, get a Heroic Breath, have a mercenary, and get some reputation rewards and village hero buffs, I'd at least get a 90% discount."

There's not much to say, mage equipment is expensive.

Although Raven's damage output is already complete with two penetration items, the combined cost of the Liandry's Torment and the Liandry's Torment is a whopping 6200 gold, which is a bit too high for a support who can only steal farm from teammates' minions and jungle monsters.

Of course, Roland did have some countermeasures.

You like shooting, don't you?

As the saying goes, the more you shoot, the more hatred you generate. What Roland did was simple: he pretended to place a ward while secretly creating some distance between himself and the ADC, leaving JKL in a relatively isolated and helpless position in the back.

Then, DK was deployed!

With Gragas on the team, it's actually quite difficult for the enemy to perform well when they're grouped together. Although you can disrupt their formation, you don't know if your ultimate can actually separate your carry from other protected positions.

But it's a different story when the other party actively creates distance.

You've created space for yourself, and I'm throwing my ultimate into the middle. Your lineup is going to be blown to smithereens by me.

fry!

It has to be blown up!

DK is already on their guard, and the outcome of the game is no longer their concern. DK's goal in this game is very clear: to collect as much data as possible about TES's current situation, just like the tactic that Kkoma used to implement with SKT a few years ago.

"Boom!"

The ultimate ability, [Explosive Barrel], suddenly exploded in the TES formation. Seeing Varus blown to the side, the mid and bottom laners' Tristana almost instantly used her movement skill to rush towards JKL's position.

The unwritten rule in the game is to target the AD carry first in team fights, regardless of whether you are the AD carry or not.

"Holy crap!? It's already started? Where are my teammates? Teammates, please save me!"

"Stop shouting, figure out how to survive on your own."

"?"

In fact, the moment Gragas activated his ultimate ability, the entire battlefield was already in chaos.

Since DK wasn't aiming to win the team fight, and Khan's teammates weren't in good positions when he used his ultimate, what happened in the river was a chaotic scene of ten players from both sides fighting each other.

clam?

You mean Verus?

After the team fight, poke him, then unleash your ultimate, and then he can die.

Roland thought that with his armor penetration build, Varus couldn't even auto-attack anyone. Team fights were so chaotic, and even after saving him, his second Q skill might not hit. So why bother with him? He might as well go and deal more damage himself.

Roland's goal was also very simple.

Use W to slow down the enemy carry, activate your ultimate to get close to the enemy front line, apply crowd control to the enemy Sett, and then start poking in team fights.

Don't ask, the answer is to minimize your presence.

Meanwhile, a domestic commentary station in the early hours of the morning

"Khan, Khan's ultimate move was brilliant, TES's lineup was completely destroyed."

"But do they still dare to engage? TES is currently leading in every aspect. Jax and Olaf have both engaged. Are they going to save the AD carry? No, why are they ignoring Varus and chasing after the backline?"

"JKL's Varus is really not going to be protected? Okay, he got instantly killed, so it's fine. Wow, Beryl's RE pulled three at once. TES is in a bit of danger in this team fight."

"Wait, where is Ah Ban?"

From the start of the group purchase until now.

Whether it was Khan's ultimate, DK's two carries' decisive jump-and-dive to eliminate members, or Beryl's precise RE combo, all of these demonstrated DK's terrifying teamwork and ability to find opportunities. However...

Although they played very well, their equipment was just too far behind.

Despite having a nearly 20-minute lead and performing relatively perfectly in team fights, a disadvantage is still a disadvantage. If any point is not dealt with properly, they will be met with a thunderous burst of damage.

For example... Roland, the support player who deliberately hides himself when initiating a team fight.

The support role's teamfight strategy is actually quite simple.

Since support characters don't deal much damage, their skills don't contribute much output either. In team fights, their role is mainly to initiate or restrict enemy movement.

Either initiate a team fight to forcefully control the opponent's carry, or control the counter-attack to restrict the opponent's entry. Compared to front-line tanks who charge forward, support players really need to be careful with their lives if they want to play a bigger role, unless they are initiating a strong support engagement.

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