The first FlyQuest stat check painted a picture of a team that liked to fight and ignored objectives. After the first round-robin of Spring Split, does this picture still hold up? A quick stop by Oracle’s Elixir sheds some light on where they stand.
Early Game Variance
FlyQuest’s early game is still a hodgepodge of stats; on a team level, they average roughly a 450 gold deficit at 15 minutes, but both Lucas “Santorin” Tao Kilmer Larsen and Lee “IgNar” Dong-geun rank in the top three for Gold and XP differential at 10. This matches up with the eye test for most of their matches; IgNar and Santorin roam around the map and call the team to make plays around the map, which can lead to macro advantages and map pressure, but may result in laners losing CS and XP early. Prime examples of this can be seen in their Week 4 match against 100T.
They tend to focus on the dragon (5th in LCS) more than Herald (9th in LCS) early, but don’t rank high in taking the first of either objective to spawn. They rarely get 1st turret (30% of games, good for 9th in LCS), either. Ultimately, FlyQuest’s early game stats showcase a team that is active in the early game, but not terribly effective.
A Focus on Dragon Control
FlyQuest love dragons. In fact, dragons (and Elder Drake) are the only objectives that FlyQuest secures more than 50% of the time. Their 60% dragon control is good for second in the LCS. Additionally, FlyQuest love to force fights around Dragon, having IgNar look to flank their opponents while the rest of the team takes the objective. If a team comes too close, IgNar engages and FlyQuest throws the full team into battle. This has paid dividends; it’s resulted in game-changing fights against the likes of TSM and Golden Guardians.
Down, But Not Out
The mid and lategame is where FlyQuest shines; they boast the highest Mid and Late Game rating in LCS, at 24.7. This essentially means that they win roughly 25% more games than they should win based on game state at 15 minutes. That’s insane. It’s nearly double that of C9, who sit at second, with 13. In short, it means that FlyQuest are excellent at playing from behind. Most people probably realized when they watched the TSM-FLY game in Week 4, but it’s always nice to have data to back up assumptions.
After Week 3, FlyQuest lead the league in Combined Kills per minute, at .7. Two weeks later, they’ve dropped down to fourth—while still being second in Kills (127). FlyQuest still likes their games bloody, but it’s just the opponent’s blood that they like to spill. Their 1.32 team KDA is 3rd highest in the league, just .03 behind TSM, and .28 over the next highest team (Liquid).
This efficient fighting comes from smart macro play and leveraging advantages (such as drake control) more than it does from warding. FlyQuest place and clear vision at an average rate for LCS. They don’t have better or worse information than other teams—they just execute better.
Putting it All Together
Reviewing FlyQuest’s stats post Week 5 reveals that they’ve stuck to a teamfighting style. However, the way they play the game now is a more controlled and focused style. The focus isn’t on fighting for fighting’s sake, but rather using smart macro play to force opposing teams to choose between giving up a neutral objective or taking a disadvantageous teamfight. Their early game needs some polish, but their teamfighting ability and smart macro play will keep them in games that other teams would have no chance in. They have a lot of work to do if they have ambitions of success on the international stage, but they’ve also made clear improvements since Week 3.
What are your predictions for Week Six? Tell Richard what you think @Imp_Richard
All images courtesy of LoL Esports Flickr
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