Orianna v. Varus Mid, Silver 3

posted in: Full Game Coaching | 0

IGN: tehgoldfinch

 Notes for this lesson are below. These notes are stream of consciousness and haven’t been edited, so they might be a bit confusing in places.

You buy double dorans on your first back. It’s a strong buy, but only if you plan on making use of it by getting a kill. Otherwise, start your core items.

-Realistically, Varus should never die in this matchup. It might get to a point where you can bully each other equally, but you’re going to typically be the more vulnerable one.

-Unless he screws up, which he does at 12.

 

Champion pool – Ori not a great low level pick, Annie is excellent

-Ori not really a champ that can put a low level team on her back. She relies a lot on teamfighting and on team coordination – things which are not often done well at low levels. She also requires a fair amount of game knowledge to succeed.

-You can certainly be strong – any champ can – but it’s not as easy as with someone like Annie. Unless people underestimate you like Varus does at 12 and Kha does at 14.44, you’re not usually going to be raking in the kills outside of teamfights.

 

Game of economics – your primary goal is to the kill the nexus, and the best way to do that is to be richer than your opponent. As long as you’re richer, you can win.
Keep the big picture in mind – yes, winning your lane is important, but only in the context of winning the game. If you win your lane at the expense of the game, not worth. At ~7:50, Kha is invading. You should be warding against maneuvers like that. And if you had recalled by now, you could have a pink.

 

You almost never leave mid lane. You need to be looking for opportunities to roam and have impact – most mages aren’t looking to succeed through solo pushing towers. Most of the time, you’re looking to group up and provide burst/CC for your team in teamfights and skirmishes.

-Wards are vital in giving you vision on when to roam.

-In this game, your tower is going to go down. It’s a matter of time. You can delay it if you stay mid, sure, but at what cost?

-At 18.10, Jax has shoved GP in, and then roams into the jungle. And there’s a ward in your tri bush there, so you know he went that way. At that time, you don’t know what he’s up to – if he’s savvy, he’s roaming mid to dive you. Or, since he sees that you haven’t roamed all game pretty much, he knows he can safely ignore you and continue split pushing. It would be pretty easy to punish him here, if you play it right.

-All the way back at 17:40 you can see the split push setting up. Glancing up at top, you can see that Jax is there, and he already has a minion advantage. He’s been beating GP all game, so it’s unlikely that the pirate will be able to do much to stop him. Jax is also an excellent duelist and split pusher, so you know that he probably WANTS to split. So you take note of it, and start forming a plan for possible outcomes.

-Option one – he might try to build up a big wave that will push on its own and then roam. You’ll start seeing that tactic more and more as you climb. To counter it, you need vision. As soon as you see Jax start to push the lane like that, throw a ward in your most vulnerable position – in this case, in the brush behind blue buff.

-Option two – he might just split push. If that’s the case, you can either roam the long way around to try and help GP shove him off, or you can take the more aggressive route and try to cut him off. Since GP throws down a ward in tri, the aggressive route is an option – spam ping that you’re on your way, and move toward where you last saw Jax. If GP doesn’t respond, back off. But if he does, you will likely be able to hem Jax in and force him back to base at the very least.

-Remember that you’re not looking to win your lane, you’re looking to win the game. If you can roam bot and save your teammates from dying to a gank, pick up a kill and secure dragon, that’s likely worth losing your tower.

 

See hero/kill hero is the way of pain.

-At 20:40, you guys seemingly catch out Vayne. It’s a 3v1, and Vayne should die here, unless something goes wrong. (this is also an example of why Ori is tricky to play at low level. You don’t put your ball on Malph, and Malph doesn’t wait for it. If you ball Malph, then wait til he ults, then you ult/W, vayne is toast).

-Something does go wrong, of course – and it’s fairly predictable. Always be asking yourself “what could go wrong.”

-First thing that goes wrong – you guys mess up the catch. Malph lands his ult, but you don’t cast your ball on him and he doesn’t wait for it. This is an example of why Ori is a bit of a risky pick at low level. To play this out correctly, you would have had to see far enough into the future to know what Malph and Vayne are likely to do in the next few seconds, and prep your abilities accordingly. In this case, if you had thrown your ball on Malph, waited for him to ult, and then cast your Ult/W, Vayne is toast.

-Second thing that goes wrong – you chase. You do have a ward in the river brush, but it’s dark after that. 9 times out of 10, the person you’re chasing is running to a teammate. And since you have no vision, you have no real idea of how many teammates she might be running to.

-Third thing that goes wrong – as a consequence of chasing, you find yourself completely out of position when the enemy team responds. While Luc and Malph run straight back toward base, you run back into lane, not recognizing that there’s no safety there. You also miss your combo, but it wouldn’t have mattered – Jax is fed, and you’re alone 1v3.

 

The last few minutes are pretty much just the inevitable consequences of early and mid game. Winning this game would have needed to start way sooner.

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