Cop, AD Carry for Gravity, is a long-term veteran of competitive League of Legends, and one of the North American scene’s mainstays along with high profile names like Dyrus, DoubleLift, and Xpecial. But through his time with Dignitas and Curse, Cop never enjoyed the same level of celebrity and respect as those players, instead garnering a reputation as a consistent, but unexciting, mid-level performer.
A common concept when describing Cop is that he is the measuring stick for NA LCS AD Carries: if you’re better than Cop, you’re good; if you’re worse than Cop, you’re bad. That perception has stuck with Cop for years, to the point that no matter what he does, he is seemingly never seen as better than average, never more than “just consistent”. The phrase implies that Cop can’t put his team on his back and carry them to victory, that he isn’t capable of exceptional performances.
In a recent profile video produced by Riot, Cop even describes himself using the “just consistent” label.
The 2015 season brought about a new opportunity for Cop. He was playing for a new team, Gravity, and was joined by Bunny FuFuu, one of the several Supports he had worked with in 2014.
Even though it may not seem obvious on the surface from Cop’s overall statistics, this new opportunity has been just what Cop needed to break away from his “just consistent” label and prove himself as one of the top AD Carries in North America.
Need proof? Let’s dig into some statistics from the 2015 Spring regular season.
Read the full article on GoldPer10.com.
Gravity’s final game of the 2015 Spring Split, an important clash with Team 8 to secure a playoff spot, was a master class in Thresh play, courtesy of Bunny FuFuu, arguably the best Thresh player in North America today. Bunny ended the game with a 0/1/13 scoreline, and perhaps more importantly, he was responsible for getting the ball rolling for his AD Carry, Cop, who hard carried the victory with a 12/0/4.
That performance led Bunny’s teammate Keane to tweet this the following day:
Keane may have been trolling, or baiting, or playing some other kind of mind game, but he was absolutely right: Gravity’s opponents, most notably their upcoming playoff foes Team Impulse, should probably ban Thresh. Continue reading Ban Out Bunny: How Bunny FuFuu’s Thresh Dominance May Hurt Gravity in the Playoffs
Welcome to a League Leaders edition of Scrying Orb. Here are 10 quick stats from weeks 1 to 8 of the 2015 NA LCS Spring Split. All statistics are drawn from the Oracle’s Elixir 2015 Spring Split Player Statistics page.
- Kills: TSM WildTurtle leads the league in kills at 99.
- Deaths: CST Cris has died more than anyone in NA, with 65 deaths.
- Damage to Champions: TSM Bjergsen has done the most total damage to champions (383,500), followed by GV Cop (352,200).
- Creep Score: GV Cop has the highest total CS this split (5.863), barely ahead of CLG DoubleLift’s 5,719.
- Gold per Minute: CLG DoubleLift has the highest average earned GPM* at 309.6.
- Gold Share: The ADC incarnation of WFX Altec gets the highest share of his team’s gold at 30%, followed by Cop’s 29%.
- Non-ADC Gold Share: The highest gold share for a non-ADC goes to TIP XiaoWeiXiao, who ranks 9th overall.
- Gold Lead @ 10 Minutes: The player with the highest average gold lead over their lane opponent at 10 minutes is TL Quas, with an average 318.8 gold lead, followed by TSM Bjergsen at 293.8. (Bonus Note: Bjergsen is the more consistent of the two, having never lost his lane match-up at 10 minutes, while Quas has been behind by 50+ gold twice.)
- Ward Placement: The Support incarnation of WFX Altec placed the most wards per minute on average (1.36), but among players with at least 10 games in their position, TL Xpecial places the most wards per minute at 1.29.
- Ward Clearing: WFX Altec, as Support, cleared 0.50 wards per minute on average, but among players with at least 10 games at their position, CLG Xmithie is the ward-clearing champion, at 0.39.
* Note: “earned” GPM excludes starting gold (475) and inherent gold-per-minute (1.9 per second, starting at 90 seconds). This statistic is also different from the one reported on lolesports.com because it is an average of all games, not an addition of all games, to reduce the influence of game length.