[Update] At Ambitious League of Legends World Championship, Riot Games Continues to Blaze At-Home-Production Trail | lol championship 2018 – Vietnamnhanvan

lol championship 2018: คุณกำลังดูกระทู้

At Ambitious League of Legends World Championship, Riot Games Continues to Blaze At-Home-Production Trail

Both world and English-language feeds were produced from Los Angeles studio

Story Highlights

    Riot Games’ largest esports production of 2018 came to its epic finale last weekend with the League of Legends (LoL) World Championship Final in Incheon, South Korea. Always one of the most watched live esports shows each year, Riot Games outdid itself once again in terms of technology. Having been deployed o create a virtual dragon flying through Beijing National Stadium last year, AR was factored into this year’s Opening Ceremony at Incheon Munhak Stadium, allowing in-game band K/DA to be virtually inserted onstage into the opening musical performance alongside Madison Beer, Miyeon and Soyeon of (G)I-DLE, and Jaira Burns.

    Of course, the Opening Ceremony’s K/DA in AR was just the first in a parade of cutting-edge technologies and production workflows deployed by Riot Games to serve the massive audience tuning into the LoL World Championship Final. Most notably, Riot Games continued to push the at-home–production envelope at this year’s Worlds, producing both the world-feed show and the English-language show from its studio in Los Angeles and reducing the number of mobile units onsite from four in 2017 to zero this year.

    “We believe a reliable at-home production strategy is integral to grow globally and maintain long-term sustainability,” says Mitch Rosenthal, head of production and operations, Riot Games. “Now hosting an event in Europe or Asia or North America doesn’t force us into region-specific tradeoffs and allows all of our shows to hit the high bar our players and fans deserve.”

    Upping the At-Home Ante: World Feed Produced in L.A.
    Over the past four-plus years, Riot has been at the forefront of at-home production and continues to leverage its Riot Direct network (the ISP used to service all LoL gameplay) to efficiently send feeds from tournament remotes to its Los Angeles production facility. Riot sources local ISPs for the last mile to connect the closest Riot Direct ingest point. During the Mid-Season Invitational (MSI) from Paris in May, the company successfully transmitted 34 live sources in 1080p60 from Paris to L.A. (with a latency of just 175 ms) over a 1-Gbps pipe.

    “Reducing four [production] trucks onsite to zero in a single year has been an incredible achievement for us,” says Rosenthal. “Similarly, bringing bandwidth [to deliver video/audio feeds back home] down to 1-GB allows us to do four complete productions offsite. Over the course of the last 18 months, we have been working hard to accomplish this goal, and it’s gratifying to see us going to a modified flypack and truly take advantage of our remote capabilities. We will continue to look to push the envelope and reduce our footprint as much as we can.”

    At the MSI, Riot used its English-language feed as the main program and produced a mix-minus version as an output for the world feed so that other regions could share the resource. However, in Korea, for the first time, Riot used the world feed as its baseline, with the English-language show serving as a client of the world feed, increasing the value of the world feed for all regions. Although Riot produced more content in Los Angeles (both the world feed and the English-language feed), it was still able to reduce its transmission needs from a 10-Gbps pipe at last year’s Worlds to less than 2-Gbps this year.

    “We’re always looking at improving this [at-home workflow] for everyone,” says Rosenthal. “MSI was our first test on several workflows, and these have been modified to continue testing throughout Worlds. A few of the critical enhancements have to do with remote production. This is vital for efficiency, in addition to keeping consistency with crew by lowering the amount of time some teams need to be on the road.”

    A New Home in Seoul: Play-in Stage Marks Debut of LoL Park Arena
    The LoL World Championship comprised five stages: the Play-In Stage (Oct.1-7 in Seoul), the Group Stage (Oct. 10-17 in Busan), and the Knockout Stages comprising the Quarterfinals (Oct. 20-21 in Busan), Semifinals (Oct 27-28 in Gwangju), and Finals (Nov. 3 in Incheon).

    The Play-In Stage took place at Seoul’s recently built 56,900-sq.-ft. LoL Park arena, which has a capacity of 500 people and will serve as home to League of Legends Champions Korea (LCK) beginning next year. The state-of-the-art esports facility was the result of a close collaboration between the Riot Games central team in Los Angeles and the local team in Korea.

    “The launch of the studio and LoL park was a big moment for both the local Korea team and Riot as a whole,” says Rosenthal. “The build and commissioning of the studio and control room were a great example of collaboration between the central team and the local Korean team. The central [team] was able to share context and specific workflows that we developed over the multiple studios we helped build around the world.”

    Instead of trucks onsite, Riot Games leveraged LoL Park’s brand-new control room to produce the local Korea feed and content for the in-venue LED screens. For the world feed, Riot sent audio and camera feeds back to its L.A. facility, where the show was directed/cut by the production team and observers (in-game camera operators) and then distributed to streaming/broadcast partners across the world.

    “One of the advantages of remote productions for esports is that the most important feed can be rendered natively at the home studio with no compression,” says Riot Games Global Technical Director Maxwell Trauss, who architected the company’s remote systems. “This lets us have full-quality gameplay, graphics, and playback and compress only cameras. Both the viewer and production benefit from this workflow.”

    Despite delivering the Play-In Stage in 18 languages and to more than 20 digital platforms and television channels across the globe, Riot was able to deploy a fairly lean production team at LoL Park: roughly 100 crewmembers were onsite. In addition, Riot teams around the world integrated their own language-specific feeds from the broadcast out of their respective regional studios, such as Los Angeles and Shanghai.

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    In terms of the onsite LED show, the arena at LoL Park features three main viewing screens for the audience, an LED display at each player’s position, and a center floor LED circle. The venue marries this with an in-arena LED ribbon screen behind the audience and projection walls both inside and outside the venue.

    A Production Marathon: Evolution From Group to Semis in Korea
    Any operation spanning more than a month and five drastically different venues in five cities is going to evolve. Although the camera complement has varied depending on the venue, Riot generally deployed about 30 cameras at each stage leading up to the Final, including 10 pro-player POV cameras and several jibs and Steadicams. As always, the Riot production team reacted and adjusted broadcasts on the fly based on live audience feedback throughout the tournament.

    “At Riot, we produce our shows for the players, and we truly mean it,” says operation lead Marc Hilko. “I come from the broadcast/production world, but I have never been on a show that takes live critical feedback (for instance, via Twitter) for something like a light being too bright to be able to enjoy the gameplay on the screens or a pro’s reaction to winning/losing. Keeping all of this in mind while continuing to raise the bar on innovation while maintaining sustainability is a challenging balance.”

    When the LoL action shifted to BEXCO (Busan Exhibition and Convention center) in Busan for the Group Stages and Quarterfinals, Riot reverted to a more traditional LED setup for the proscenium show. A seamless LED screen was positioned in front of each set of player sleds and a large LED screen sat behind each team. These were used for various show elements, such as champion select, displaying the player POVs onsite, and objective callouts like “dragon” and “baron.”

    For the Semis, nothing could be hung from the roof at Gwangju Women’s University Universiade Gymnasium, and Riot was forced to install ground support structures and hang the entire show off that. The stage design was similar, though slightly larger to fit in the building, and an additional trophy stage was added to help build the momentum to the Finals. Riot also added two projection screens due to the increased audience size (more than double the Group Stage capacity).

    To the Final: Bigger Screens and Stages, More Tech Toys, Many Surprises
    The size of each show and equipment levels grew gradually throughout each stage before exploding into the Final, always among the biggest shows on the esports calendar. Saturday’s production featured a far bigger and more complex staging and LED setup than previous rounds, taking a crew of 260-plus (excluding stage hands) eight days to build before rehearsals could begin (which meant that load-in dates for the Final and the Semis were the same).

    Riot erected three massive 32- x 18-meter LED screens for the stadium’s large audience. The players were located in their own pods to protect them from the amount of audio needed to pump into the stadium and any potential weather-related issues.

    “The staff for front of house is bigger to accommodate the larger audience. We typically have a musical element for the Opening Ceremony, which means more people and more complexity, and that leads to larger facilities and logistics,” said Hilko prior to the event. “We are building more than a dozen temporary tents to accommodate the needs of VIPs, backstage and front-of-house crew, on-camera talent. It’s really exciting to start in a smaller studio and continually grow as the event goes on, to feel the excitement grow along with the size of each stage. The execution of the Final is always very exciting.”

    Riot also added a Spidercam (for the second consecutive year) and an RF Steadicam to the complement of more than 30 cameras.

    In addition to Korean and Chinese broadcast teams onsite (as in previous rounds), English broadcast partners had on-air talent at Incheon Munhak Stadium.

    Although the show was bigger than ever, Riot continued to maintain its at-home production and leverage its L.A. facility to integrate the world-feed show. There were 30 transmission paths to Los Angeles and 14 return paths to Korea. In addition, there were eight inbound/outbound paths going to Korea Riot control room at LoL and four to the China Riot control room.

    “The Final is always more complex for a number of reasons,” says Ray Panahon, technical lead, esports, Riot Games. “We have a ton of router I/O to consider: multiple send and receives; we have highways of signals going everywhere, some coming back. Being remote is also challenging, with the TD, director, and observers in Los Angeles and the [players], game servers, and cameras onsite. Lots of communication is needed with this separation.”

    An Army of Vendors Delivers Across the Globe
    To achieve the massive scale of the Final and maintain the marathon run of the World Championship production, Riot enlisted many of its long-time technology vendors and service providers: NEP/Bexel for broadcast equipment, CT Asia for LED, Serame Design lighting, Concom for production services, ANP for front-of-house activities, Haivision for encode/decode, Workshop for sets and scenics (with additional help from Show Design and JK Design and local partner Dream Maker), LG U+ for fiber connectivity in South Korea, and CAT Entertainment Services for power.

    “League of Legends is played in every corner of the world, and we feel that we have an obligation to deliver a best-in-class show to every one of our fans,” says Rosenthal. “The remote capabilities we have developed allow us to deliver a top-tier product anywhere in the world. Empowering any one of our studios to integrate with our core world feed and build a show customized to their audience helps us deliver a lot of player value. Now hosting an event in Europe or Asia or North America doesn’t force us into region-specific tradeoffs and allows all of our shows to hit the high bar our players and fans deserve.”

    [NEW] 2018 World Championship | lol championship 2018 – Vietnamnhanvan

    Format

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    • Qualification
      • 24 teams from professional leagues will qualify for the event.
      • 14 region winners of the recent split
        • The winners of Brazil (CBLOL), Commonwealth of Independent States (LCL), Japan (LJL), Latin America North (LLN), Latin America South (CLS), Oceania (OPL), Southeast Asia (SEA Tour) and Turkey (TCL) will qualify for the Play-In Stage.
        • The winners of China (LPL), Europe (EU LCS), Korea (LCK), North America (NA LCS), Taiwan/Hong Kong/Macau (LMS) and Vietnam (VCS) will qualify for the Group Stage as the region’s first seed.
      • 5 Championship Point seeds
        • Championship Points are awarded to teams based on their Spring and Summer performances in Korea (LCK), China (LPL), Europe (EU LCS), Taiwan/Hong Kong/Macau (LMS) and North America (NA LCS)
        • The teams with the highest Championship Points will qualify for the Group Stage as the region’s second seed.
        • The remaining teams can qualify for the Regional Finals depending on their point ranking.
      • 5 Regional Finals winners
        • The winner of the Korea (LCK) Regional Finals will qualify for the Group Stage as the region’s third seed.
        • The winners of the China (LPL), Europe (EU LCS), Taiwan/Hong Kong/Macau (LMS), and North America (NA LCS) Regional Finals will qualify for the Play-In Stage as the region’s third seed.
    • Play-In Round 1
      • Twelve teams are divided into four groups where they play a Double Round Robin format.
      • All matches are played in a Bo1.
      • Top two teams

        in each group advance to Play-In: Round 2.

      • Bottom team

        in each group is eliminated.

    • Play-In Round 2
      • First-place teams from each group are randomly paired with second-place teams from another group for a Bo5.
      • The winner of each match advances to the Group Stage.
    • Group Stage
      • Four teams from Play-In Round 2 join twelve teams with direct entry from Korea, China, Europe, Taiwan/Hong Kong/Macau, North America and Vietnam.
      • All sixteen teams are divided into four groups where they play a Double Round Robin format.
      • All matches are played in a Bo1.
      • Top two teams

        in each group advance to Knockout Stage.

      • Bottom two teams

        in each group are eliminated.

    • Knockout Stage
      • Eight teams play in a single elimination bracket over five matchdays.
      • All matches are Bo5.

    Worlds Draw Show

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    The Worlds Draw Show held on was the process by which teams are placed into groups for the Play-In Stage and the Group Stage of the 2018 World Championship.

    Play-In Draw

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    • Pools
      • Twelve teams have been placed into three Draw Pools based on past regional performance over the last two years of international competition.
        • Recent results prioritised over older results and regions were evaluated on tournament results by the stage achieved, regardless of opponent or game record.
        • Pool 1: Third seeds from Taiwan, Hong Kong and Macau (LMS), Europe (EU LCS), China (LPL) and North America (NA LCS).
        • Pool 2: First seeds from Turkey (TCL), Brazil (CBLOL), Latin America North (LLN) and Commonwealth of Independent States (LCL).
        • Pool 3: First seeds from Japan (LJL), Oceania (OPL), Latin America South (LAS) and Southeast Asia (SEA Tour)
    • Rules
      • Each group must have exactly one team from Pool 1, one team from Pool 2 and one team from Pool 3.
    • Procedure
      • All four teams from Pool 1 into different groups followed by drawing one team from Pool 2 into each group and finally one team from Pool 3 into each group.

    Group Stage Draw

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    • Pools
      • Twelve teams have been placed into two Draw Pools based on past regional performance over the last two years of international competition.
        • Pool 1: First seeds from Taiwan, Hong Kong and Macau (LMS), Europe (EU LCS), China (LPL) and Korea (LCK).
        • Pool 2: First seeds from North America (NA LCS) and Vietnam (VCS); second seeds from Taiwan, Hong Kong and Macau (LMS), Europe (EU LCS), China (LPL), North America (LPL) and Korea (LCK); and third seed from Korea (LCK).
        • Pool 3: Four qualifying teams from Play-In.
    • Rules
      • No group can have more than one team from the same region. So, for example, first seed from China and second seed from China cannot inhabit the same group.
      • Each group must have exactly one team from Pool 1, two teams from Pool 2 and one team that qualifies from the Play-In Stage.
    • Procedure
      • The draw begins with the seeds physically separated into two bowls by Pool. The groups are arranged in alphabetical order from left to right.
      • First, all of the seeds from Pool 1 are drawn randomly and then Pool 2. The Play-In teams will be drawn into the already existing groups after the final Play-In: Round 2 game on October 7.
      • When a seed is drawn, it is placed into the next group available in alphabetical order so long as that would not render the draw invalid at any future point by preventing another seed from being placed in a valid spot.
      • In Pool 2, each group must have one Pool 2 seed before any group has two Pool 2 seeds, unless doing so would create an invalid draw.
    • Invalid Draws
      • Because seeds are drawn randomly and there are several rules governing where those seeds can go, there are a few situations we can run into in which a draw cannot be completed, rendering the draw “invalid”.
      • The draw is monitored as it proceeds and use a series of logical checks to identify when placement of a specific team would create an invalid draw down the road. If that happens, the team moves to the first available placement that would avoid the invalid draw.

    Broadcast Talent

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    Prize Pool

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    The initial prize pool of the tournament is $2,225,000 USD.
    12.5% of all revenue from Championship Kha’Zix & Championship Ward skins will added to the total prize pool and another 12.5% will be equally distributed among the teams.

    The total prize pool was $6,450,000 USD ($4,200,000 USD added)

    Participating Teams

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    Group Stage Teams

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    Play-In Teams

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    Results

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    Play-In: Round 1

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    Play-In: Round 2

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    Play-In: Round 2

    Cloud9

    3

    Gambit Esports

    2

    EDward Gaming

    3

    DetonatioN FocusMe

    G2 Esports

    3

    Infinity eSports

    1

    G-Rex

    3

    SuperMassive eSports

    1

    Qualified for Group Stage

    Cloud9

    EDward Gaming

    G2 Esports

    G-Rex

     

    Group Stage

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    Playoffs

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    Quarterfinals (Bo5)

    Quarterfinals (Bo5)

    Afreeca Freecs

    Cloud9

    3

    Fnatic

    3

    EDward Gaming

    1

    Royal Never Give Up

    2

    G2 Esports

    3

    KT Rolster

    2

    Invictus Gaming

    3

    Semifinals (Bo5)

    Semifinals (Bo5)

    Cloud9

    Fnatic

    3

    G2 Esports

    Invictus Gaming

    3

    Finals (Bo5)

    Finals (Bo5)

    Fnatic

    Invictus Gaming

    3

    Additional Data

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    Viewership Statistics

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    Viewership Stats

    Peak Viewers
    2 050 475

    Average Viewers
    651 178

    Hours Watched
    82 428 261

    Statistics

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    Country Representation

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    #Country / RegionRepresentationPlayers1

    South Korea

    33 / 129 (26%)Ambition, CoreJJ, Crown, CuVee, Deft, Duke, GBM, Haru, Impact, Kiin, Kramer, Kuro, Mata, Moojin, Mowgli, Olleh, Ray, Rookie, Ruler, Ryu, Score, Scout, Smeb, SnowFlower, Spirit, Ssumday, Steal, Stitch, TheShy, TusiN, Ucal, viviD, Wadid2

    Taiwan

    14 / 129 (11%)baybay, Benny, Betty, Breeze, Hanabi, K, Karsa, Koala, Kongyue, Liang, Maple, PK, SwordArt, Uniboy3

    China

    12 / 129 (9%)Baolan, Clearlove, Haro, iBoy, JackeyLove, Letme, Meiko, Ming, Mlxg, Ning, Uzi, Xiaohu4

    United States

    8 / 129 (6%)aphromoo, Blaber, Doublelift, Pobelter, Rikara, Sneaky, Xmithie, Zeyzal5

    Vietnam

    6 / 129 (5%)BigKoro, Meliodas, Naul, Palette, XuHao, Zeros6

    Australia

    5 / 129 (4%)BioPanther, k1ng, Shernfire, Triple, UDYSOF6

    Brazil

    5 / 129 (4%)dyNquedo, Ranger, Riyev, Titan, Zantins6

    Denmark

    5 / 129 (4%)Broxah, Caps, Jensen, Svenskeren, Wunder9

    Thailand

    4 / 129 (3%)G4, LIoyd, Rich, Rockky10

    Chile

    3 / 129 (2%)Plugo, Slow, Tierwulf10

    Japan

    3 / 129 (2%)Ceros, Evi, Yutapon10

    Poland

    3 / 129 (2%)Jactroll, Jankos, Kikis10

    Russia

    3 / 129 (2%)Diamondprox, Lodik, NikSar10

    Turkey

    3 / 129 (2%)fabFabulous, Stomaged, Zeitnot15

    Argentina

    2 / 129 (2%)Fix, Nate15

    Canada

    2 / 129 (2%)AnDa, Licorice15

    France

    2 / 129 (2%)Cabochard, sOAZ15

    Peru

    2 / 129 (2%)Renyu, SolidSnake15

    Sweden

    2 / 129 (2%)Hjärnan, Rekkles15

    Ukraine

    2 / 129 (2%)Kira, PvPStejos21

    Armenia

    1 / 129 (1%)Edward21

    Belgium

    1 / 129 (1%)Bwipo21

    Bulgaria

    1 / 129 (1%)Hylissang21

    Colombia

    1 / 129 (1%)Cotopaco21

    Croatia

    1 / 129 (1%)Perkz21

    Hong Kong

    1 / 129 (1%)Empt2y21

    Italy

    1 / 129 (1%)Jiizuke21

    New Zealand

    1 / 129 (1%)Cupcake21

    Portugal

    1 / 129 (1%)Attila21

    Venezuela

    1 / 129 (1%)Relic

    Additional content

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    Worlds Top 20

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    Streams

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    Language


    Stream


    Announcements

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    Official Song

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    More Additional Content

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    FNC vs IG Highlights ALL GAMES | Worlds 2018 Grand-final | Fnatic vs Invictus Gaming


    FNC vs IG Highlights Game 1, Game 2, Game 3, Game 4, Game 5, ALL GAMES | League of Legends World Championship 2018 Grandfinal | Fnatic vs Invictus Gaming

    Full Series/Day playlist: https://www.youtube.com/playlist?list=PLJwuLHutaYuJoiLhMqakl9yiiyqLCs1Le
    League of Legends World Championship 2018
    SOUTH KOREA
    First seed: KT Rolster
    Second seed: Afreeca Freecs
    Third seed: Gen G.
    CHINA
    First seed: Royal Never Give Up
    Second seed: Incvictus Gaming
    Playin team: EDward Gaming
    EUROPE
    First seed: Fnatic
    Second seed: Team Vitality
    Playin team: G2 Esports
    NORTH AMERICA
    First seed: Team Liquid
    Second seed: 100 Thieves
    Playin team: Cloud9
    LMS (TAIWAN, HONG KONG, MACAO)
    First seed: Flash Wolves
    Second seed: MAD Team
    Playin team: TBD
    VIETNAM
    First seed: Phong Vũ Buffalo
    BRAZIL
    Playin team: KaBuM! eSports
    CIS
    Playin team: Gambit Esports
    JAPAN
    Playin team: DetonatioN FocusMe
    LATIN AMERICA NORTH
    Playin team: Infinity Sports
    LATIN AMERICA SOUTH
    Playin team: Kaos Latin Gamers
    OCEANIA
    Playin team: Dire Wolves
    SOUTHEAST ASIA
    Playin team: Ascension Gaming
    TURKEY
    Playin team: SuperMassive eSports
    ► All other previous tournaments: http://bit.ly/1WBqwLz
    KazaLoLLCShighlights bringing you fast highlights of LCS, LCK, LPL and LMS League of Legends Esports Matches every day

    ✉ Social media below Follow for regular updates
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    นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูความรู้เพิ่มเติมที่นี่

    FNC vs IG Highlights ALL GAMES | Worlds 2018 Grand-final | Fnatic vs Invictus Gaming

    (REBROADCAST) KT vs. IG – RNG vs. G2 | Quarterfinals Day 1 | 2018 World Championship


    2018 World Championship Quarterfinals Day 1 Worlds2018
    kt Rolster vs. Invictus Gaming
    Royal Never Give Up vs. G2 Esports
    Watch all matches of the split here from all of our leagues: NA LCS, EU LCS, LCK Champions Korea, LPL. FULL VOD PLAYLIST https://www.youtube.com/user/LoLChampSeries/playlists?view=50\u0026shelf_id=72\u0026sort=dd
    You can always learn more and view the full match schedule at http://www.lolesports.com.
    Join the conversation on Twitter, Follow us @lolesports :
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    (REBROADCAST) KT vs. IG - RNG vs. G2 | Quarterfinals Day 1 | 2018 World Championship

    POP/STARS – Opening Ceremony Presented by Mastercard | Finals | 2018 World Championship


    The Opening Ceremony performance of K/DA POP/STARS at the 2018 League of Legends World Championship in Incheon, South Korea, presented by Mastercard. Worlds2018
    Featuring Madison Beer, Miyeon and Soyeon of (G)IDLE, and Jaira Burns.
    For all things Worlds, visit http://www.lolesports.com.

    POP/STARS - Opening Ceremony Presented by Mastercard | Finals | 2018 World Championship

    신챔 모르가나 스킬딜 실화? NEW CHAMP MORGANA DAMAGE SO CRAZY!!


    0:00 Highlight 하이라이트
    0:40 Game Play 게임플레이
    Donation
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    Chung Kết Khu Vực Việt Nam FBANG SEA EC 2021 – Ngày 2


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    Chung Kết Khu Vực Việt Nam FBANG SEA EC 2021 - Ngày 2

    นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูวิธีอื่นๆWiki

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