Analyzing the current meta: the double jungle roaming support meta.

by Dr_Kasper on Feb 23rd, 2013 (1643 days ago)

A new approach to laning in LOL… an introduction to the double jungle roaming support meta.

 

I’ve watching, playing and analyzing the 3rd ranked season for league of legends with particular interest.

I know our current meta revolves around a couple of basic concepts;

1)      An adc + support in one lane

2)      Two solo lanes

3)      A jungler

The way these lanes interact is variable, with 2 v 1 lanes happening frequently in competitive games, looking to “starve” the opposing solo player of both experience and gold. The second outcome of doing this revolves around establishing “map control” over the opposing team, by effectively taking control of their jungle.

Now, jungle changes in season 3 have made jungling a bit more difficult. Jungle mobs have more health overall, and are more difficult to take down. Junglers can still gank early, but have to do so with a high CC jungler, in order to ensure kills, lest they die themselves in the process of ganking; and nobody wants to solo lane against a double buff opponent at 5 min into the game.

Which leads me to the following…

I have been watching a lot of DOTA 2, as gaming in general is a big hobby of mine and I don’t discriminate watching matches based on gaming preference, and became extremely interested in their meta.

I will try to VERY briefly explain what I mean.

The DOTA 2 meta sometimes employs triple lanes to deny farm and experience, they sometimes play 2 v 1 in both lanes and just hope that ganks are sufficient to snowball the lane, and sometimes they play a rather peculiar double roam support game, which looks to capitalize on early aggression in order to snowball the lanes in their favor; it’s this last one that particularly interested me.

It stands to be said that mid is typically left to their own devices, the top and bottom lanes are where the majority of lane switching and champion denying take place.

Currently, junglers fall into one of two categories

1)      Carry Junglers

2)      Heavy CC support junglers

I can safely say, that after watching 3 weeks of LCS, the latter has taken over as the role of choice in the current meta. Which got me to thinking: Don’t we have two champions in the game that fulfill similar roles? The Duo-lane support sacrifices gold for utility, and only gains experience in the lane. The support jungler also sacrifices gold for utility, they do achieve better items than traditional supports, but late game they are also not the primary damage dealers in their teams, the carries are.

All this lead to the following theorycrafting…

The possibility of a double support-jungle meta is completely viable. And before you call me crazy, hear me out.

The jungle offers two things that supports want: money and experience. In season 2, I would have told you that having two people roaming around in the jungle was a bad idea, not so in season 3.

Currently the amount of experience to be gained in the jungle is:

 

Jungle Camp

Gold

Exp

 Ancient Golem

66

221

 Big Golem

55

137

 Giant Wolf

55

153

 Golem

15

38

 Lesser Wraith

3 x 3 = 9

4 x 3 = 12

 Lizard Elder

66

221

 Wolf

4 x 2 =8

10 x 2 = 20

 Wraith

30

103

 Young Lizard

5 x 4 = 20

40 x 4= 160

Total

324

1065

 

If we divide this by sections, that means that Blue buff side gets 474 xp, while red side gets 591 xp.

Now, here is where it gets interesting, and I need you all to follow me on this.

The total amount of experience that a champion gets per minion wave in lane is:

Castor Minion x 3

Experience: (29.44 x 3)/2 = 41.66 exp (+2.76 / 3 min)

Melee Minion x 3

Experience: (58.88 x 3)/2 = 88.32 exp (+4.6 / 3 min) (+4.6 / 3 min)

 Total experience gained in lane after first minion wave = 129.98, every 30 seconds a new wave will spawn, and every 3 waves will include a cannon minion in them. The waves take about 30 seconds to reach the first turret, and about another 30 seconds or so for the ADC to last hit the waves adequately (we are not assuming he is pushing the lane). The first wave will arrive to lane at about 2 min, be farmed at about 2:30, and the second wave will be arriving shortly thereafter, being taken completely at about 3 mins into the game, and so on. We can say, that the AVERAGE experience gained is about 289.96 every minute (I divided the siege minion xp by 3 since they span every three waves and added it to the total xp for a minute), without taking into account other factors like pushing your lane or being denied experience.

In the jungle, you have an average of about 1065/2 = 532.5 exp after the first run through with both supports taking the jungle.

Now, a champion needs a total of 280 xp to get to the next level (2), so, theoretically, champions sharing XP from the jungle, and doing jungle together should reach level 2 fairly quickly (it takes exactly Blue buff, wolves, Red Buff), but even better, this should allow the duo jungling team to keep abreast of the xp they would be gaining in lane! The power of this team is not farming, but GANKING and applying pressure to the rest of lanes. This includes denying experience, denying gold, and denying map control.

This also tentatively means more wards, more counterjungling, and better map control for the team that has this duo roaming support team.

Supports and junglers are usually behind in levels at the mid-late stages of the game anyways along with being starved for gold, their CC and auras making up for their lack of levels and gold. Their main focus in to lock down the opposing enemy in order for their carries to melt face, with this method, you would potentially have 3 high level and highly farmed carries on your team, with 2 champions supporting with CC in the backlines.

This strategy is by no means foolproof, and needs intense ganking coordination (to chain CC) and champion synergy in order to be pulled off.

That means that choosing the correct champions for this role is essential, and early ganking is encouraged with a heavy cc dual support jungling team.

The great thing is that any of the following supports and junglers can mesh well with this theory:

J4, Trundle, Taric, Leona, Zyra, Xin, Cho’gath, Morgana, Lux, Elise, Thresh, Blitzcrank and Sona to name a few.

Some junglers and supports that I feel are not apt for this kind of gameplay are:

Nocturne, Lee Sin, Vi, Hecarim, Soraka, Shaco, Shen, Malphite, Udyr, to also name a few.

All interactions are potentially viable, but I feel that the second set of champions make coordination even harder, due to the lack of hard cc available at level 2.

Season 3 opens up new possibilities, and it’s up to us to find new and exciting gameplay that pushes the current meta to it’s very limits.

Are you ready for ranked? Season 3 suggestions for newcomers to ranked play.

by Dr_Kasper on Jan 21st, 2013 (1675 days ago)

Be ready for Season 3 ranked play!!!

 

With season 2 rapidly coming to a close in League of Legends, it’s time to look forward to the offseason, as well as season 3.

Congratulations to our higher elo player’s from Season 2, and to those aspiring to reach the highest ranks of League of Legends, I bid you success in your endeavors.

To those summoners who are looking to start Season 3 in ranked, I offer the following suggestions from a veteran player; as well as a couple of starter points for getting in and maintaining yourself in ranked play.

Are you new to ranked? Haven’t started a game? Then listen up…

-       The first question you must ask yourself is: “Is ranked for me?” Seems to be a simple question, but undoubtedly not asked by the majority of players. Are you competitive and looking to get better, then ranked play is for you. Do you love the game as is, and enjoy messing around and having tons of good times, you should maybe stick with normal games. Ranked is an environment to learn, to get better at the game, and usually the people who end up in the fictitious “Elo Hell” are either:

1)      Players who went into ranked early, without the proper runes, champion command, knowledge of the game, etc. Thus losing the majority of their early placement matches and ending up in the lower tier.

2)      People who love to mess around, and have fun at other people’s expense. Picture lower elo as a type of normal play (where everybody can be good, bad, etc), but a lot less fun because of the amount of value people place on elo. Remember, you can say you are the best and you don’t belong in any given low elo, but you are only comparing yourself to people of your equal skillset

-          Do you own at least 2-3 full runepages? Do you have at least 3 gp10 quints (in case you have to support)? Can you understand the switch of masteries and how to modify them according to your lane matchup? If you answered “yes”, congratulations, you have moved a step further in the right direction. Runes are important for providing extra stats in comparison to your lane counterparts (or jungle counterparts), and should never be overlooked.

-          Do you know 2 champions for each role well? And by well I mean the following:

1)      Know the itemization for different situations.

2)      Know the proper masteries

3)      Know and have the best runes for them

4)      Know the skill pick order

5)      Know the skills, and how to use them

6)      Knowing other champs than the obviously banned ones, because then your champion pool will be greatly reduced.

All these things are important for ranked play.

-          Get updated with the most current information about League of Legends. You have to stay up to date with the content of each patch, and modify your champion accordingly.

-          Test yourself out in a couple of draft normal games; you should play enough normal drafts that you can carry a team consistently. The transition from normal drafts to ranked drafts is effortless, and feels a lot more comfortable than an immediate jump from blind normal, or even worse, co-op games.

______________________________________________________________________________________________

By no means, is this the only way to start ranked, I just offer a suggestion to those new 30 level players that just want to jump in. That being said, ranked should never cause you to get angry, anxious, or manic; it is a competitive environment where you have to go in with a positive attitude, the ability and willingness to learn, and understand that you will not win 100% of your games. Take every match as an opportunity to learn your champ even better, and analyze your own gameplay. NEVER EVER blame your team for a loss, instead focus on what you could have done better to help your team win, that’s how you grow as a League of Legends summoner.

How playing support in solo queue can be very rewarding… as well as very frustrating.

by Dr_Kasper on Jan 19th, 2013 (1677 days ago)

To support or not support, that is the question.

 

I’ve been playing League of Legends for about two and a half years now, and have over 1,000 games under my belt in multiple roles. Yet, when I made the change to start playing support when season 2 started, I did so for a myriad of reasons and don’t regret doing it.

This article will attempt to explain the intricacies of playing support in solo ranked play (which I do a lot of); as playing with a team (like I do) or duo-queue (which I also do), is not really indicative of your abilities as an individual.

Support players are looked upon in League of Legends in a variety of ways. Great support players are usually noticed a lot less than their carry counterparts; and while they are acknowledged as being great, a victory won’t be exclusively attributed to the support “carrying” the game. Mediocre support players are usually found in solo-queue, and are either praised for an individual good play, or harassed for virtually any mistake both they AND their ADC make (I would gather they get blamed even more than the jungler does).

That being said, playing support in solo-queue should not be frowned upon by our general population of players. Usually the support is the role left over, or the role nobody wants to play; and there are always exclamations of joy and surprise when somebody claims they main support.

Playing support can over a gamma of possibilities for your team in solo-queue, which I will list in no particular order of importance:

-          Be the ward… sounds obvious to many players. “The support should ward!” Yes, they should. But knowing the HOW, WHERE, and WHY of warding is an art unto itself. Do you know if they have an aggressive jungler that might try to gank your lane level 2-4? Do you have a counter support with an aggressive, initiating nature (Blitz, Leona, etc)?  Do they have an aggressive counter jungler, or is your team looking for a counter jungle themselves, then you probably need to ward either your blue or red to make sure it isn’t counter-jungled. It isn’t easy to ward, and having the proper vision of the map assures your team can the enemy team out of position, providing easy kills, and snowballing any particular role at any instant of the game.

-          Zone out the enemy ADC while protecting your own. This is a lot harder than it sounds, and I’ll go ahead and tell you why. If you have a poke support, then you need to do so, it does your lane no good if you don’t exploit the enemy ADC coming in for a last hit by punishing them with a good poke to the face. You can also influence the lane by healing minions, shielding them, giving them attack speed, and so on. Thus forcing the enemy ADC to venture further up into your lane, so as to give your jungler a better opportunity to gank, your ADC the opportunity to poke even harder than you do, or let you initiate on the enemy support for the kill.

-          Learn where the enemy carry has warded. Look at your counter’s wards, do they suddenly have none in their inventory? Guess what, they probably warded. Time them if they leave lane, and watch were they come in from. They either warded dragon, the tribrush or the brush just by river. That being said, if you think know where they dropped the ward, drop a pink one yourself and take it out !

-          Initiate a teamfight, peel the enemy team from your ADC, sacrifice yourself if it means your ADC can stay in lane and farm, and forego items for wards. The little things that make your team stronger.

-          WATCH THE MINIMAP. You don’t have to CS right? Then take the initiative and watch the minimap at all times. You can ping a retreat for any member of your team, watch for wards placed in other lanes, or see when somebody uses flash, ignite, exhaust and make note of the time on your chat. You should also keep timers of dragon, baron, and if you can the enemies buffs.

Reasons why supporting sometimes stinks:

-          You get blamed for your ADC dying while engaging an unfavorable match up.

-          You get blamed for not warding the entirety of the map.

-          You get blamed for “KS”’ (While on this subject, it’s not terrible for the support to get a kill or two in lane. The whole point of a kill is to let the enemy ADC miss out on farm, and increment the amount of farm your team’s ADC is getting. A support getting first blood usually means an instant GP10 item, and in some cases two! This means more wards, more lane control, and an easier win)

-          You don’t get recognition at all when you win, and get blamed extensively in a loss. (Happens… quite often, but it doesn’t matter in my honest opinion. You can play the best game of your life, but still lose sometimes. It’s okay! Just learn from your mistakes, and analyze where you could have helped more in teamfights. (Maybe, just maybe, you shouldn’t have use exhaust on the enemies support, try the enemy ADC next time.)

tl;dr

Supporting is a fun role, and can be very rewarding if you are looking to get better as an individual. You can have the map awareness that so many players wish they had, you can know when to last hit for CS with almost any champion (This happens over many games, as knowing when the ADC  is coming in for a last hit or will be coming in is the perfect opportunity to either engage or poke), and you acquire a timer in your head for where the enemy team is at all moments (did they start blue, red, are they top or is he in the brush waiting for you to overextend. Is the enemy mid an assassin and coming down for you, did the top lane take teleport and you should expect a gank?) Supports are the unsung heroes of LOL, and the role is a lot more complicated than what most players fathom.

Looking Forward to Season 3

by Dr_Kasper on Jan 11th, 2013 (1685 days ago)

Predictions for Season 3 changes...

 

First of all, I would like to congratulate Taipei Assassins for defeating Azubu Frost in the grand finals, and earning the Summoner’s Cup trophy. They played an intense final match, with impeccable teamwork and they rightfully earned the title of “World’s best” at League of Legends.

Immediately following the championship, Riot came out with a series announcement of future changes to the game that seeks to balance the game out more, and remove what Riot likes to call “Un-fun game mechanics”. These include nerfs to Sona, Blitz, Ezreal, Jayce, Rengar, and Eve, along with a nerf to a popular caster item “Deathfire grasp”.

Riot also announced that changes would be coming to the jungle, so the stagnant gp10 build is modified in lieu of a more dynamic heavy farming jungle that allows junglers to go for those late game items. Riot stated that the jungle would be similar to Season ones jungle, but with the necessary tweaks to diminish its difficulty, but with an increase gold reward for doing so.

In conjunction, Riot announces massive item overhauls for both melee caster, and supports. Which they hope will diversify the standard builds that are currently the only options viable for many players.

We can infer a few things from the changes that are going on with League of Legends, or rather the announcements that have been made.

1)      Riot intends for melee ADC’s to become viable in the current meta, this might happen due to the jungle being more single target damage friendly, and providing more gold for item optimization; thus allowing for more ADC’s for farm the jungle appropriately and not have to rely on ganks for gold as well as having the income to build those late game damage items.

2)      Mages will now have multiple item builds to reach their full potential, but the new jungle will take away the mid player’s ability to farm their own wraiths and the opponents.

3)      Supports will now have better item builds, most likely with better actives that will allow them to not farm, but still make a huge difference in the latter part of game.

4)      Top lane is going to get an overhaul, no word yet on how this will be accomplished, but Riot has stated that top lane is “anti-fun”, so I’m looking forward to what changes Riot will implement to convert top lane.

5)      I am also predicting that Riot will make changes to Summoner’s rift outside of the jungle. I believe gank points and jungle entries will be modified in some way, in order for invades to become less prevalent and early level ganking to be a lot more difficult (and thus avoiding early snowball lanes).

I for one am extremely excited to see what Riot has in store for us in Season 3. They have already introduced a new Twisted Treeline map for us, as well as a multitude of balance changes, and Season 3 hasn’t even started!

How one tournament will change the way we play League of Legends.

by Dr_Kasper on Jan 7th, 2013 (1689 days ago)

New revelations in LOL gameplay, from the regions of the far east.

 

Hello everybody!

I would like to extend a formal apology to all my readers, as the past couple of months I have been unable to post anything due to family circumstances. I am happy to say that everything has been resolved and I am now back on the horse once more; bringing you a unique look into league of legends that seeks to deconstruct the game, and get into the nuances of the game we love.

If you have been watching the world finals tournament (and I daresay, all of us have been) you’ve noticed the “coming out” party of the Asian teams, as they have finally been exposed to the North American and European fans. This exposure also came with a revelation: a complete dominance of the Asian teams over their North American counter parts.

Everything else aside (this means cheating allegations, and the such), what makes these teams so utterly dominant? What do they do differently than the North Americans teams do? I will attempt to answer some of these questions in a detailed manner, and hope to give a little more insight as to why the Asian teams dominated the World Finals.

1)      Asian teams practice more, and treat LOL as a job rather than a “dream come true”

A lot of people might disagree, as we have all seen posts by the NA teams saying that they do take LOL seriously. Maybe they do, but not as seriously as the Asian teams. The ability to get better at a game mechanically and intuitively comes from serious practice and dedication. The NA teams already said they have nobody to practice with outside of their usual opponents, the problem is, when professional teams play they don’t “practice” against other teams they practice within their own organization and transfer that training unto the actual game. The NA teams have to find a different method to their training, and not stick to the conventional way, it’s not working

2)      The Asian teams favor an aggressive play style that forces opposing teams to react

Quite simply put, their best defense is a good offense. Asian teams are always on the offensive, whether it be taking towers, getting kills, invading buffs or taking dragon. They place pressure on teams so they crack. Opponents in NA and Europe are more used to a farm friendly game, where drawing out the battle to get to late game is the ultimate objective. The early aggression puts teams on the defensive, and changes their prior tactics.

3)      The itemization differs, and Asian teams are not afraid to delay late game builds if it gives them an advantage they can press on

Pretty self explanatory, I believe. But to further illustrate my point, Asian teams will buy the items that help them RIGHT NOW, not in the future. If they are ahead, then they itemize accordingly to being ahead; if they are behind they will do the same. Double vamp scepters (20% life steal – 900 gold?) no problem. Double Negatron Cloak, why not? We have been bred to build towards late game (I.E., Rabadon’s, etc), but have failed to take into account that sometime’s that’s not what’s best in a given situation in any point in the game.

4)      Impeccable warding and map control

This is pretty much standard across the board, but man! Those teams start warding often and early. I saw no less than 3 wards places around strategic locations by Asian teams, so they can identify early incoming ganks, invade opportunities, etc. Their junglers almost always got an early oracle as well, which again, places the enemy team on the defensive and grants them incredible map control (especially when taking early towers!); this ties into their aggressive play style of keeping the enemy on their heels.

With all that being said, I do believe that the NA teams have a shot next season. But a lot of shifting has to occur within the NA and Europe mindset of what the LOL meta really is, as well as how to conform the system to their advantage. The Asian teams won this round, but I believe some exciting stuff is coming up in Season 3!

Analyzing the Current Meta: Unrealistic Expectations

by Dr_Kasper on Aug 11th, 2012 (1838 days ago)

image description

With unrealistic expectations comes frustration and anger, issues that bear heavily on daily LOL play.

League of Legends is a MOBA (multiplayer online battle arena), nothing new there. It is a game that relies on team play in order to achieve maximum effectiveness. It takes teams’ weeks, nay, months to get accustomed to different member’s play style, mechanics, attitudes, etc.

Mastering a certain champion/role takes time, lots of it. Professional players spend years mastering champions to the point that they understand the intricacies of them, the position they play, and of the game.

With the recent boom of streaming, new players are now exposed to high level league of legends play. They get to see whomever, utilize a certain champion that has taken them time to master; whose mechanics have taken them time to get down to a science; and unfortunately this causes two things in our newer player base:

 

1)      The belief that mimicking the streamer will wield them equally successful results

2)      The belief that a certain champion is “OP”, because a streamer facerolled their opponents with them

 

Are newer players being set up to fail?

As an older player, I learned to play the game not by watching other people play it, but by diving into normal games and playing my heart out. I had no idea what the meta was, what champions were considered “OP”, and with no real expectations as to what my “team comp” or “champion” was supposed to accomplish.

Newer players come into the game with more information than we did. With the ability to watch high level matches, and what can happen when a team of 5 players come together as a cohesive unit and achieve maximum synergy. This is akin to me joining a sport, watching a professional team, and therefore expecting that replicating the actions of the players, will yield me the same results (i.e. my TEAM will win). The team play aspect is ignored, and instead there is focus on the individual’s skill in the game; coupled with the belief that if YOU are good enough, you can carry your team to victory. (You can, but 9/10 you won’t)

Not saying that having more information is bad, I’m stating that mimicking expecting equal results is unrealistic. And that there is more merit in learning your OWN play style, and choosing a champion that best conforms to that play style; instead of miming another person’s style, and therefore champion selection.

This will stall the evolution of the league of legends meta game, as newer players will be less inclined to deviate from the standard due to the mimicry that occurs on a daily basis, and the lack of evolving creativity that comes with it.

Analyzing the Current Meta: Aggressive Lane Pushing

by Dr_Kasper on Aug 4th, 2012 (1845 days ago)

Changing things up in our current meta, will only lead the game to evolve beyond our wildest dreams.

 

There are very distinct differences between gameplay styles in our current meta. I won’t go into the history of it, but mostly the consensus is that the NA adopted the EU’s support + AD carry in bot lane. M5 introduced the counter jungling gameplay, which forced professional teams to evolve in order to counter these newtactics, and NA adopted it as well.

After watching multiple games from the Asian servers, one can safely conclude that the current meta may be close to experiencing a shift once again. Korean players have adopted an aggressive lane pushing strategy, which places extreme pressure on the opposing team’s lane, forcing them back. The ganks come early and often, and towers are demolished without hesitance.

This strategy forces some things upon the enemy team, such as:

 

1)      The most obvious being gaining map control, thus eliminating vision and walking paths from your opponents.

2)      Controlling their jungle. All of a sudden, the enemy jungler has to start worrying about jungle invades (Sure this is countered by warding, but if you are already behind in gold and are being pressured, the tendency is to not do this efficiently)

3)      Having to buy GP10 items to catch up in gold, BUT even though GP items offer good stats and generate gold over time, they are not a good counter to an aggressive push strategy (due to demolishing towers early, and thus gaining control of dragon, items that are bought are more geared towards pushing advantages, not for late game)

4)      Play catch up for the rest of the game, take more risks, and get away from established gameplans.

5)      You can’t push lanes as effectively, due to the fact that 1, 2 or 3 of your lanes have been pushed all the way to base. Thus, if you take the time to push a tier 1 or 2 tower, you might just lose an inhibitor in the process.

 

Of course this gamestyle focuses on taking an early advantage and snowballing with it. Like any other strategy it can be countered (much like counterjungling) but it takes an extraordinary amount of teamwork to achieve, something that solo queue lacks at times.

I would not be surprised if the “aggressive lane pushing” strategy becomes more prevalent in ranked games. It is already practiced to some extent in normal games, and definitely used more at lower levels. What really gets me excited is that this strategy opens up the opportunity for different champions to be utilized.

For this strategy one would ideally need:

1)      A powerful AD carry that build bloodthirster early in order to push down towers effectively (skipping doran’s blades)

2)      An insta-wave clearing champ

3)      A jungler that can gank both early, and often.

I’m not going to delve deep into the all the necessities of the strategy, but I will say that it’s a high risk/high reward strategy that puts the opponent on their heels from the very beginning, and having your opponent be second guessing their every move and/or putting out of their comfort zone is all the advantage one may need.

Analyzing the Current Meta: are GP10’s really worth it?

by Dr_Kasper on Jul 28th, 2012 (1852 days ago)

When analyzing the current meta, one must take into account the most variables possible.

 

We’ve all seen the proliferation of GP10’s in our current meta. These items are critical in a support champions for reasons we already know and I won’t mention. But I wondered about these items being utilized in other lanes and champions, and wondered if this is really the best way to build champions in both our current meta and the average game length in LOL.

 

In professional matches the average game length runs about 40-55 mins, and Riot states that the average match in the ENTIRETY of LOL ranges at about 30-40 mins. While these numbers are great for talking generalities, they are terrible when trying to figure out exact data. I spent a whole week analyzing different elo play times, and came up with some interesting numbers.

Lower elo play (<1200): average game length (43 games observed) 23mins

Mid elo (>1200-<1800): average game length (31 games observed) 26mins

Upper mid elo (>1800-<2400): average game length (39 games observed) 35mins

I will include a nifty table about the cost effectiveness of GP10 items, and their time to payoff.

 

So, taking this into consideration and the average length times that were observed in ranked matches, it stands to reason that for Top lane and Mid lane, GP10’s are NOT worth it for the average game lengths observed.

GP10 items build into some great items (Shurelyia’s, Randuin’s, DG). But maybe, starting to build a mid game item early would benefit both Top lane and Mid lane better. Rushing mid game items or even building toward those late game items would allow players to have a HUGE advantage over the team who goes for the “lategame” build and goes for GP10’s.

Not to say that these items are bad, don’t get me wrong. But it stands to reason that in lower levels of elo people tend to do 1 thing constantly:

Play very aggressively

Now I should ask of couple of things

1)      Is your team built around a late game?

2)      Is the champion you chose better in the late game?

3)      Are you incompetent in acquiring CS?

If you answered “yes” to any of these questions, then maybe you should consider the GP10 build, but then again maybe your elo isn’t in the lower tier if you’re aware of all these prior conditions.

In summary:

Higher elo games go on for longer periods of time, so they benefit from GP10 items a lot more than lower elo games, due to the brevity (aggressiveness) of them. Build for early –mid games in lower elo, and stomp those players that build for “late game”.