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Evil Geniuses vs Leviatán / Champions Tour 2024: Americas - Stage 2 - Regular Season / Post-Match Thread
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Evil Geniuses vs Leviatán / Champions Tour 2024: Americas - Stage 2 - Regular Season / Post-Match Thread
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Evil Geniuses 0-2 Leviatán

rib.gg

Icebox: 5-13

Sunset: 10-13


Evil Geniuses | rib.gg | Liquipedia | Twitter | Twitch | VLR | YouTube

Leviatán | rib.gg | Liquipedia | Twitter | VLR


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Overall Scoreboard

Evil Geniuses RATING ACS K D A
Derrek Sova 1.07 189 29 30 7
jawgemo Sage 1.06 184 26 35 16
supamen Clove 0.96 194 28 39 6
Apoth Harbor 0.96 167 22 33 10
NaturE Killjoy 0.89 124 18 32 13
Leviatán
aspas Jett 1.51 327 48 25 7
Mazino Harbor 1.36 269 41 24 18
kiNgg Viper 1.27 224 33 19 21
C0M Sova 1.09 186 25 25 14
tex Killjoy 0.95 157 22 30 11

Map 1: Icebox

Team ATK DEF Total
Evil Geniuses 5 0 5
DEF ATK
Leviatán 7 6 13

Icebox map stats (past 90 days)

Team Win % ATK Win % DEF Win %
Evil Geniuses 33.3% 38.9% 31.8%
Leviatán 75.0% 57.5% 52.8%
All teams 52.3% 47.7%

Evil Geniuses RATING ACS K D A
jawgemo Sage 1.07 172 10 16 7
Apoth Harbor 1.07 180 12 14 1
Derrek Sova 0.89 105 6 14 2
supamen Clove 0.79 157 9 20 2
NaturE Killjoy 0.72 96 6 17 0
Leviatán
aspas Jett 1.63 352 23 8 2
Mazino Harbor 1.45 316 21 10 7
kiNgg Viper 1.28 253 16 7 8
C0M Sova 1.21 207 14 8 4
tex Killjoy 0.97 111 7 10 3

Detailed Icebox Statistics

Map 2: Sunset

Team DEF ATK Total
Evil Geniuses 4 6 10
ATK DEF
Leviatán 7 6 13

Sunset map stats (past 90 days)

Team Win % ATK Win % DEF Win %
Evil Geniuses 60.0% 53.6% 50.0%
Leviatán 80.0% 66.0% 47.4%
All teams 51.5% 48.5%

Evil Geniuses RATING ACS K D A
Derrek Fade 1.25 272 23 16 5
supamen Omen 1.13 230 19 19 4
jawgemo Neon 1.06 195 16 19 9
NaturE Breach 1.06 151 12 15 13
Apoth Cypher 0.85 154 10 19 9
Leviatán
aspas Neon 1.39 301 25 17 5
Mazino Breach 1.28 221 20 14 11
kiNgg Omen 1.26 195 17 12 13
C0M Sova 0.98 164 11 17 10
tex Cypher 0.92 202 15 20 8

Detailed Sunset Statistics

How ratings are calculated




Gen.G / Seoul Dynasty CEO on the economics of orgs in Rocket League: "There's a reset coming in the Rocket League competitive scene that many are still largely unprepared for."
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Gen.G / Seoul Dynasty CEO on the economics of orgs in Rocket League: "There's a reset coming in the Rocket League competitive scene that many are still largely unprepared for."
r/RocketLeagueEsports - Gen.G / Seoul Dynasty CEO on the economics of orgs in Rocket League: "There's a reset coming in the Rocket League competitive scene that many are still largely unprepared for."


Can I just watch Overwatch videos in peace?
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Can I just watch Overwatch videos in peace?

Can I watch a single fun Overwatch video without my feed becoming “OVERWATCH IS THE WORST THING EVER, 5V5 KILLED MY GRANDMA, EVERYTHING ABOUT OVERWATCH IS BAD AND IF YOU ENJOY IT YOU SHOULD BE PUT IN THE FEMUR BREAKER FROM SCP CONTAINMENT BREACH FOR ENJOYING SUCH A BAD TERRIBLE SOULLESS EVIL GAME” I just wanted to watch 50 ways to die in Overwatch










I Drew Tsuna 🍒✨
r/Vspo

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I Drew Tsuna 🍒✨
r/Vspo - I Drew Tsuna 🍒✨



Does FNS even train his mechanics?
r/ValorantCompetitive

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Does FNS even train his mechanics?

What the actual fuck am I watching?

I absolutely refuse to believe we can be this far behind, I have seen zero (If anything, a regression...) change in skill from him when it comes to his mechanical ability.

Do we aim train? Are we changing our sens? Do we work on pairing our movement with our aim?

Are you guys seeing the rounds that this man is losing solely because he can't get any kills?

"Well, even if he killed one in xyz situation.. it wouldn't have had a major impact." is what I see spouted all across the internet, how do we still hold onto this belief? Kills undeniably change the course of the entire round, and even game. Hell, clutch factor is only a partial piece of the puzzle. We simply need to stop becoming a walking fucking ult orb that has credits stuffed into it. It has a trickle down effect.

Age is NOT a factor. Motor function, reaction time and adaptability don't collapse just because you enter your 30's. Current and new published research points to brain development only "truly" stopping in our 30's.

You guys have no fucking idea how much I want FNS to rise again, it's ridiculous. I feel like I am watching my girlfriend get fucked raw by another man when I see this guy pick up any gun. I am so tired of it man.






Full Ideas For An MCC Scuffed 2
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Full Ideas For An MCC Scuffed 2

I've been randomly thinking of remixes/twists for an MCC scuffed 2 and now that I have ideas for 8 games I wanted to share them. Let me know what you think / if you have any other scuffed ideas.

(games would be in random decision dome order, just numbered in the post for easiness)

Game 1 - Rocket Spleef Rush

Change updraft to an item called 'downdraft' with a similar but different texture. Don't mention in the update video and see who falls for it. It could be used tactically to land on a block more safely while gliding quickly over it.

Game 2 - TGTTOS

Is played on 3 maps but each map is played twice. Any blocks placed in the 1st round remain placed for the 2nd round on the same map. The maps should all be building maps eg. Walls rounds 1+2, Pit 3+4, Industry 5+6

Game 3 - Parkour Tag

Each round is now 3 hunters vs 1 runner. Hunters get blindness as a balance and runners get constant hunter vision. I have no idea how scoring would work for this but does anyone understand PKT scoring anyway?

Game 4 - Sands Of Time

There are now 2 sand timers in spawn. One for sand and one for red sand. If either timer runs out, the team gets locked in. Both types of sand can now be found in the dungeon (in increased amounts) and sandkeepers have to juggle managing both timers.

Game 5 - Battle Box

At the beginning of each round, the concrete is already filled with 4 of each team's colour (plus one neutral white concrete). This would make wool rushing easier and change the dynamics/playstyle of each round (a map like ships would be ideal for this (mid is accessible but not too open)).

Game 6 - Meltdown

Bows are replaced with multishot crossbows (probably OP but it would be crazy to see a triple freeze with 1 shot).

Game 7 - Grid Runners

Opposite day. Each room objective is now the opposite. eg. dirty the statue (place dirt across the statue), light the lamps would be turn off the lamps which would function the same but confuse people, perspective build would require teams to destroy an already built structure and put the blocks away into the correct chests. I haven't thought about whether there are 8 rooms this is possible for.

Game 8 - Foot Race Returns

Foot Race on the original Python's Crypt map but everyone has knockback sticks. (just a 1 off like Skyblockle, I don't think this game should realistically return like Bingo did bc Ace Race exists)

Finale - Dogebolt

Dodgebolt is 1st vs 2nd (because cheating them out of DB would feel unfair) but alongside the 5th and 6th place teams (instead of bottom 2 like last year). Also the ice floor should be replaced with regular blocks.



Some Data Analysis on Caretaker's Ally (Update)
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Some Data Analysis on Caretaker's Ally (Update)

Intro

Hi r/CompetitiveTFT!

I’m back with another text-heavy post on the subreddit. This is only my third major post so I wanted to re-mention that my credentials are a bit different than most who may frequent and post on this sub; although I’ve been playing since set 1, I only really started delving deep into the game beginning in set 9. That said, I’m nowhere near a challenger-level player.

However, I do have close to 15 years of experience in data evaluation and multivariate analytics (among other things) working for a global investment bank. When I finally discovered tactics.tools in set 9, I went from a casual TFT player to a “try-hard” player, as the game really connected with my extensive experience in data manipulation and trend analysis.

Before jumping in, I wanted to mention that I am utilizing data from MetaTFT and utilizing a filter of Master+. Additionally, here are my first two text-heavy posts if you are interested in reading them:

Causation vs Correlation when Analyzing Statistics

Caretaker's Ally (Initial Post)

Caretaker’s Ally Recap

In my recent post on Caretaker's Ally, I set out to answer a larger question of "what is the best strategy for each 2-cost unit when you take Caretaker's Ally" and, in the midst of trying to answer this question, I felt the need to work backwards and document the initial assumptions. I ended up answering three questions.

  1. How do each of the units perform at 3 stars?

  2. What does the average amount of games for each unit imply?

  3. What is the preferred strategy that is being utilized for each champion (note - this is not meant to imply the BEST strategy for each unit, only the most utilized strategy, per the data)?

If you are interested, you can find this post linked above.

Any changes to note from my last post?

In truth, there have been relatively minimal changes to the takeaways from my previous post. Caretaker's Ally is still currently the strongest silver augment at an AVP of 4.15. We've got 15,500+ games in our data set for this patch, so each of the 13 champions will have ~1,200 games on average as the "chosen" champion with the augment. Performance for each unit with Caretakers Ally (compared to last patch):

Melee Units:

  • Aatrox Patch 14.12 - (AVP of 3.97 over 1,197 games.); Patch 14.13 - (AVP of 4.03 over 1,391 games.)

  • Gnar Patch 14.12 - (AVP of 4.27 over 849 games.); Patch 14.13 - (AVP of 3.99 over 1,095 games.)

  • Neeko Patch 14.12 - (AVP of 3.92 over 743 games.); Patch 14.13 - (AVP of 4.04 over 940 games.)

  • Qiyana Patch 14.12 - (AVP of 3.92 over 695 games.); Patch 14.13 - (AVP of 3.82 over 833 games.)

  • Riven Patch 14.12 - (AVP of 3.84 over 937 games.); Patch 14.13 - (AVP of 3.81 over 1,041 games.)

  • Shen Patch 14.12 - (AVP of 3.92 over 1,775 games.); Patch 14.13 - (AVP of 3.79 over 2,072 games.)

  • Yorick Patch 14.12 - (AVP of 4.82 over 696 games.); Patch 14.13 - (AVP of 4.75 over 749 games.)

Ranged Units:

  • Janna Patch 14.12 - (AVP of 3.68 over 1,194 games.); Patch 14.13 - (AVP of 3.62 over 1,596 games.)

  • Kindred Patch 14.12 - (AVP of 3.57 over 947 games.); Patch 14.13 - (AVP of 3.54 over 1,313 games.)

  • Lux Patch 14.12 - (AVP of 3.82 over 1,740 games.); Patch 14.13 - (AVP of 3.76 over 2,043 games.)

  • Senna Patch 14.12 - (AVP of 4.08 over 1,058 games.); Patch 14.13 - (AVP of 3.86 over 1,435 games.)

  • Teemo Patch 14.12 - (AVP of 3.56 over 1,068 games.); Patch 14.13 - (AVP of 3.62 over 1,214 games.)

  • Zyra Patch 14.12 - (AVP of 3.75 over 1,607 games.); Patch 14.13 - (AVP of 3.69 over 1,787 games.)

One interesting thing to point out is that every single champion, except one, performs better at 3* than the augment average of 4.15. What does that tell us?

  1. Yorick still sucks. If you get him as your caretaker's ally, you will need to highroll in other places. In fact, Yorick 2* with this augment averages 4.77, which is only a +0.02 AVP (implying it may be better to take the gold than the 3* Yorick)! In fact, if you take out the ~60 games of Midnight Siphon+, 3* Yorick has an AVP of 4.88, implying you should definitely sell the Yorick you get when you level and take the gold over trying to 3* Yorick!

  2. With exception to Yorick, every single champion has a better AVP when you 3* than the base augment stat AVG of 4.15, implying the best move for each champion is to hit 3* (again, with exception to Yorick).

Before we move on to the crux of the post, I wanted to point out that, if we take out the Yorick games (~1,200 games at an AVP of 4.75), then the AVP of Caretaker's Ally is actually 4.10. Basically a must-take for any augment at 2-1.

Anything else before we jump in?

Per my previous post, there is an inability to know which champion was provided by Caretaker's Ally, which makes the analysis not as clear-cut as we'd like. For example, if someone got Aatrox as their Caretaker's Ally and decided to reroll for ghostly Senna (3* Senna/Shen/Aatrox), ghostly Zyra (3* Aatrox/Shen/Zyra/Riven) or even druid Gnar/Kindred (3* Gnar/Aatrox/Kindred), we wouldn't be able to distinguish which of the 3* champions was actually received as the Caretaker's Ally.

Lastly, everything I've reviewed below isn't meant to be a "one-method to beat all others" for each champion. Remember that everything depends on what you are given in the game. From augments, items, champions, etc. Just because you hit Aatrox doesn't mean you SHOULD force ghostly Senna, especially if you have no AD items, no Sennas and a poor inkshadow item. Remember, everything in context!

With that caveat, let's get into the question. What is the best strategy for each 2-cost unit when you take Caretaker's Ally?

Re-rolling is a viable option with Caretaker's Ally; however, your final composition needs at least THREE 2-costs that you plan to 3*.

Here are the most meta comps with 3 or more 2-cost units:

  • Sage Lux (Janna/Lux/Zyra)

  • Ghostly Senna (Senna/Aatrox/Shen)

  • Ghostly/Storyweaver Zyra (Zyra/Shen/Aatrox/Riven)

  • Dryad Kindred (Kindred/Gnar/Aatrox/Shen)

  • Dragonlord Janna (Janna/Riven/Zyra, maybe Neeko)

  • Bruiser Teemo (Teemo/Riven/Aatrox)

You should never try to re-roll at level 6 with Qiyana or Yorick. And, without a specific setup at 3-2 (decent amount of Janna/Zyra or augment), I wouldn't reroll with Neeko or Teemo, either. What do the stats say you should do for each of these?

  • Neeko - Cap at 9 with 3 Mythic / 3 Sage / 3 Dragonlord and carry (Lilia/Morgana); or, if you get a mythic emblem, go 7 mythic 4 invoker (Lilia, Azir, Hwei). Or hit Drop Blossom on 3-2.

  • Teemo - Try to get fortune in and cap around typical 4 trickshot/4 bruiser board.

  • Qiyana - Cap at 9 and look for either Heavenly emblem (7 heavenly/ 3 Dragonlord), or Duelist emblem (8 duelist, 2 DL, 2 Sage); without emblem, 6 duelist, 3 DL, 2 Sage.

  • Yorick - Try to hit 3-2 Midnight Siphon. Otherwise, realize that your silver augment is no longer "Caretaker's Ally" and instead turned into "every time you level, get 2 gold!"

Three champions where you need to reroll a composition with at least 4 2-cost units or just level and play tempo!

These three champions are Aatrox, Riven and Gnar. Why? These champions are integral within certain 2-cost reroll compositions but aren't your carries. In fact, these 3 champions are unique in that the highest AVP compositions with each unit have four 2-cost units within the comp. Why is this important? When you re-roll at level 6, you've got 6 open spaces on your board and 9 empty spaces on your bench. That leaves 6 unique units on your board and 3 units that you are rerolling. As counterintuitive as it may sound, you don't actually want to re-roll for your Caretaker's Ally unit. An example:

  • Caretaker's Ally Riven and you want to go Ghostly Zyra.

  • Level 6 board is Aatrox, Riven, Shen, Zyra, Zoe and Illaoi.

  • If you try to reroll more than 3 units at 6, your bench will eventually run out of space if you don't hit your 3* 2-cost units. Therefore, you want to roll for Aatrox, Shen and Zyra. Once you hit a 3* of one of these, you begin holding the Riven, knowing that you will get 3 more copies of Riven as you level to 9.

  • The mathematics generally support this. If you have 8 copies each of Zyra, Aatrox and Shen at level 6 (each unit with a 2* on the board and 5 copies on your bench), your bench is full. On average, with no one contesting these 3 units, you will need to spend ~30g in rerolls to find the last copy needed to 3* (6g for first unit, 8g for second unit and 16g for third unit). After you hit the first of the three units, you are statistically likely to see an average of two Rivens while rolling to 3* your other 2 units (and, after you 3* your first unit, you now have space on your board to hold these Riven). By level 8, you will have four 2-cost units at 3*.

Champions that you can reroll that only need to 3* three 2-cost units

The rest of the units, Lux, Janna, Zyra, Shen, Kindred and Senna, fall into this category. These are your carries which is why you can get away with re-roll compositions that only have three 2-cost 3* . In the example above, getting Riven to 3* is nice but it isn't integral to the composition; in fact, the Ghostly Zyra comp with 2* Riven is only +0.10 AVP versus the composition with 3* Riven. Therefore, if you received Zyra as your Caretaker's Ally, your level 6 would be re-rolling for Zyra, Shen and either Aatrox or Riven (and you don't necessarily need either).

Lastly, if your Caretaker's Ally champion is Lux, Zyra, Shen or Senna, your best AVP is actually to re-roll these compositions, assuming you are able to 3* your important 2-cost units; these compositions out-cap tempo boards. For example, 3* lux in the Sage/Lux composition out performs 3* Lux in a level 8/9 standard board (4 porc/warden/sniper).

Statistics for Janna and Kindred are split (seems like rerolling versus playing tempo to get to level 8/9 are relatively equal in AVP). Consider your position and choose what best fits your situation.

Conclusion

Re-rolling with certain units received from Caretaker's Ally isn't as bad as I originally thought and, for a unit like Lux, may actually be the best decision to increase AVP.

I hope this was helpful. I hope to continue looking into statistics and posting these deep-dives in the new set. If you have any suggestions, please feel free to leave them in the comments. Thanks for reading!

A P.S. entirely unrelated to this post

If anyone of importance is still reading at this point - PLEASE bring back 1v0 mode on PBE or allow us to create custom TFT games within the client. Folks competing in tournaments get access to the tournament realm (which has this ability) and it seems competitively unfair that most don't have access to this tool.If anyone


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