Tag Archives: EU LCS

Old Dogs, New Tricks: How EU LCS coaches have managed the bot lane meta shift

Every coach has his own philosophy, style, and understanding of the way to guide his team. During week 5 of the EU LCS, I sat down with several European coaches to dig into their approach to the bot lane meta upheaval, from how it has affected their weekly preparation to their process for deciding how hard their team should commit to the “new normal.”

Thank you to Moose and Jesiz from Misfits, Grabbz and Duffman from G2, Peter from Splyce, Guilhoto from Schalke, and Kubz from Giants for sharing their thoughts. You can listen to the full audio from each coach below.

Hussain “Moose” Moosvi and Jesse “Jesiz” Le, Misfits

Continue reading Old Dogs, New Tricks: How EU LCS coaches have managed the bot lane meta shift

EU LCS Finals: G2 vs UoL Stats Comparison

Ahead of the EU LCS 2017 spring finals this weekend between G2 Esports and the Unicorns of Love, here’s a statistical breakdown of how they performed in the regular season.


G2 spent more of their time this season playing from ahead. They had a much higher early-game rating (EGR), based on taking a lot of early towers.

The Unicorns did a lot of their work in the mid and late game, comparatively. They had an average EGR but still won most of their games, largely because they pushed the pace with combat. UoL fought the most of any team in the league. In fact, they had the second-highest combined kills per minute (CKPM) across the five major regions. Only the LPL’s LGD Gaming had a higher CKPM, but LGD’s numbers were heavily driven by deaths, with just a 0.76 K:D ratio.

Jungle control is a big point of differentiation for the two teams. G2 dominated the jungle farm game, with the second-highest jungle control in the five major regions (behind only AHQ eSports’ 57.1%). The Unicorns, by contrast, had below-average jungle control, which was likely related both to their propensity to group up and fight instead of playing a controlled farming style, and also to their low vision output, which made the neutral parts of the map more dangerous.