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Team Dragon Knights vs Team Fusion Week 3 Day 2: A Comprehensive Analysis

Team Dragon Knights vs Team Fusion Game Two Recap

The recent game between Team Dragon Knights and Team Fusion ended in a 1-1 draw. Let’s analyze the pick and ban phase and both teams’ compositions, highlighting their strengths, weaknesses, and win conditions. We’ll also discuss the lane matchups and the factors that influenced their outcomes. Additionally, we’ll examine each team’s objective control, map pressure, and rotation game.

Picks and Bans

Team Dragon Knights banned Sion, Lissandra, and LeBlanc. Team Fusion banned Jayce, Jarvan, and Annie.

Team Fusion’s bans were targeted towards specific players. The ban on Jayce was meant to prevent Narakyle, known as the best Jayce player, from using him. Jarvan was a key ban to counter Kez’s playstyle, and Annie was banned to restrict Smoothie’s playmaking abilities.

Team Dragon Knights’ bans were a bit questionable. The ban on Sion was aimed at Chunkyfresh, a strong tank player, but it may not have been necessary. The ban on LeBlanc was a good decision, as Huhi is a better assassin player than Kyle. However, the Lissandra ban was perplexing since it didn’t align with Chunky’s performance on other champions. It potentially hindered TDK’s draft and gave power picks to Fusion.

Analysis of the Draft Phase

Fusion’s first pick of Nidalee indicated a poke-based composition. TDK picked Rek’Sai and Sona, which fit their objective control playstyle. Fusion then chose Irelia and Corki, two strong champions for their comp. TDK picked Zed and Graves, which didn’t provide reliable damage against Fusion’s team comp. Fusion’s final two picks were Ezreal and Alistar, completing their well-rounded poke composition. TDK picked Kennen as their last pick, but it didn’t fit well with their composition. Overall, the draft favored Fusion.

Game Analysis

In the early laning phase, Fusion forced a lane swap, but TDK managed to get a 2v2 in the top lane. However, Fusion quickly adapted and went back to a 2v1. TDK responded by sending Smoothie to the bottom lane to support Seraph. Fusion’s strategy was better for the long run, but TDK had the advantage in the early game with pressure on the first Dragon.

In terms of objective and vision control, TDK secured their first dragon due to Fusion’s lack of teleport. However, TDK’s rushed attempt to take the second dragon led to a poor trade where they lost the mid tower. Fusion excelled in map control and control over objectives, though their warding around Dragon was weak at times.

As the game progressed, Fusion played their composition perfectly. They rotated well across the map, showcased strong siege potential, and countered TDK’s engages. Fusion met their win conditions and didn’t make any major mistakes, leading them to a methodical victory.

Summary

In summary, TDK had a poor draft compared to Fusion, and Fusion executed their early game strategy well. TDK prioritized dragons over turrets, which can be a questionable decision. Fusion showcased their map rotation and played to their win conditions, while TDK didn’t. It was an impressive game that highlighted the strengths and weaknesses of both teams.

Team Dragon Knights, Team Fusion, esports, pick and ban phase, compositions, strengths, weaknesses, win conditions, lane matchups, objective control, map pressure, rotation game, NACS, game analysis