I’ve been playing a handful of games with my buddies lately on League of Legends, and I’ve decided to go back and do a bit of analysis on the games to see what went wrong (or right).
I was going to do this anyway, so I decided I might as well do this and publish the results publicly so other people might be able to benefit from it as well.
The ordering of the champions are top laner, jungler, mid laner, attack damage carry, and support. The champion I was playing and the score I got is in bold; the [R] before some champions designates they were random people found through matchmaking, and not one of my friends.
Victory: Sion, Nocturne (12/1/8), [R] Teemo, [R] Master Yi and Soraka vs. Pantheon, Amumu, Ryze, Miss Fortune and Nidalee
- I got at least a kill or an assist every time I ganked a lane
- I got lucky with an early-game counter jungle, and took advantage of my lead to snowball for the rest of the game
- It didn’t matter how my allies were doing because I was never farming my own jungle, I was always going from lane to lane ganking and helping them that even the worst players would passively win their lane
- I was in such a dominating lead that I was building towards Trinity Force after finishing Spirit of the Ancient Golem and Ruby Sighstone
Defeat: Sion, Nocturne (3/6/3), [R] Talon, Graves and Kayle vs. Cho’Gath, Jarvan IV, Katarina, Caitlyn and Soraka
- My Internet connection randomly dropped at the beginning during initial loading, and I entered the game at 2:31
- I was about two minutes late starting my jungle route, and got no help from my allies because laning phase had already begun, which put me even more behind
- All three lanes lost, and there was nothing I could do to help because I was so far behind
- The enemy team had a quick and relatively dominating victory
Defeat: [R] Renekton, Olaf, LeBlanc (10/3/1), Ezreal and Soraka vs. Nidalee, Shaco, Ahri, Ashe and Sona
- Our Renekton gave away first blood, then rage quit about three minutes into the game
- Our jungler did not instantly start covering top, which gave Nidalee a chance to get free farm and snowball in strength
- I destroyed Ahri in mid lane and literally killed her two seconds after she would return to lane
- Ahri decided after dying to me in that manner three times that she would instead roam and feed off bot lane
- Nidalee constantly split pushed and made her way into our base, attacking our Nexus turrets
- There was nothing I could do because the minions were dealing more damage to me than Nidalee, and I was passively dying trying to kill her; I couldn’t clear the minions because I’m LeBlanc
- All of our top turrets were down (including the base turret and inhibitor), but our first-tier bottom turret was still up, so it was not absolutely clear to the ADC and support that their help was needed in our base
- Nidalee pretty much single-handedly won the game for her team
Victory: Morgana, [R] Maokai, Zyra (12/2/5), Graves and Kayle vs. Shen, Malphite, Veigar, Caitlyn and Soraka
- We invaded their blue and I got first blood off their ADC
- We did a lane swap that allowed our ADC and support to kill the top turret about five minutes into the game, while Morgana was able to hold bottom
- I got an early kill on Veigar and took advantage of the lead to prevent him from farming (which is crucial for Veigar in order to get stronger by last-hitting with his Q)
- I adapted my build and went for early Rabaddon’s Deathcap and Zhonya’s Hourglass, allowing me to chunk down people’s health to half with a single Q
- We started playing hyper-aggressively and got a dominating and easy victory
The main issue is that Heal got nerfed too much. Before Preseason 3, Heal scaled off your level by 25; now, Heal scales off your level by only 15 (that’s a 40% nerf). The counterbalance to this is that Heal now heals surrounding allies by 100% of its strength rather than only 50%. Basically, Heal got turned into a support spell, and ended up becoming too weak for my needs.
A valid alternative for Heal is Barrier, which has a base protection value of 20 higher than Heal (95 vs. 75), and scales off each level by 20 (which is a 33% improvement from Heal). However, the effects of Barrier only last for two seconds. So, if you’re trying to bait your enemies into over-committing, you better find a solution within two seconds, or your health bar is going to go right back down to where it was before.
In summary, neither Heal nor Barrier is, in my opinion, effective enough at baiting with a high-enough projected success rate.
Of course, these are all numbers, but how do they work in practice? As most of you probably know, I play on the Public Beta Environment, which means I was able to experience Preseason 3 changes weeks before they went live on the main servers. During that time, I tested out the new Heal and Barrier extensively. Overall, without changing any other play styles or strategies, I ended up failing my baits more, and Heal and Barrier just weren’t enough to keep me alive in tight situations.
After these two spells, I concluded that the next best option is Flash. Although I hate Flash as a summoner spell and feel it should be removed, I still can’t deny the extreme utility it provides in a wide variety of situations.
It seems like it will be to my benefit to start learning how to use Flash effectively, and adapting my the way I play such that I still continue to use psychological manipulation and trickery as the fundamental core of my play style, but now use Flash to do it instead of Heal or Barrier.
One of the main reasons I haven’t ever used Flash is because I suck at using it. More often than not, when I try to Flash, I either Flash in the wrong direction, or Flash into a wall. But, I’ve come to the conclusion that this is eventually something I can get better at with practice, and I can even use fail Flashes as a strategy.
For example, in a game where I was playing Zyra, while we were pushing down one of the enemy’s inner turrets, we just couldn’t get good positioning to attack the turret or kill the enemies. So, I set up a scenario where I purposely overextended, baiting the enemies’ attention. Then, I intentionally Flashed into a wall, which made the enemies think that I thought I was in danger and was trying to get out.
Seizing the “opportunity,” all five of the enemies came forward to try and pick me off. While all of them converged towards me and began to clump up, I hit a majority of them with my roots, threw out two seeds, hit them with my thorns, spawned two plants, then caught all five of them in my knock-up ultimate. I ended up dying because I had no escape mechanism after using my Flash as bait, but I hit about three of them with my passive before fully dying.
Seconds later, my team swept forward and cleaned up the rest of the enemy team’s health bars, giving me five assists and pushing for the victory.
Of course, things like that are really difficult to pull off, but with enough practice, I’m pretty sure I can get as good with Flash as I was with Heal in Season 2.

