The ultimate lone wolf: Cheng Yaojin is nowhere to be seen; data reveals Li Xin's lowest assist rate: (Number of players)

2026-03-26 13:10

The ultimate lone wolf: Cheng Yaojin is nowhere to be seen; data reveals Li Xin's lowest assist rate: (Number of players)


When discussing hero assists, the logic generally points to supports. They accompany the marksman throughout the battle, possessing high movement speed. Teammates equipped with Swift Boots roam and participate in team fights. Mages have decent assist rates. If they don't stay in lane to farm, like Nuwa's teleport, utility heroes give up resources and are never absent from fights. Assassins dominate the jungle and then gank, teaming up with the mid laner to pick off enemies. With their superior numbers, the development lane becomes too conspicuous, attracting multiple enemies and sparking small team fights. So, what about the assist rate in the opposite lane, the top lane?

There are portals available but no support; use them to farm gold.

There's a portal next door, which allows them to easily fly over to rescue, help defend lanes, participate in fights, increase the team's mobility or tankiness, outnumber the enemy, and after securing kills, hand the tower to the marksman while they rush back to defend their lane. If the situation doesn't allow for this, they have no choice but to abandon the tower and let the opponent break through. At least the benefits of team fights are definitely higher than a defensive tower on the side lane. Marksmen are strong in the late game, face immense pressure in lane, and their equipment completion is delayed, which can easily lead to a difficult situation in the game. The significance of warriors has long surpassed one-on-one duels and lane pushing.

In a 4v5 team fight, the odds of winning decrease over time.

The distance is too great, and the game mechanics don't allow it. Often, some players treat it like a single-player game, venturing alone into the Rift, ignoring their teammates' pleas for help. Their rare departures are merely to farm lane minions and then return to their original positions, seemingly attached to their turrets. They wait for wave after wave of minions to feed them, too lazy to invade the jungle, take dragons, or gank. Pushing lanes is expected, but don't be too aggressive. Team fights are often 4v5. If you're ahead, you can hold on, but if the game drags on and becomes entangled, the enemy team gains momentum, and being outnumbered becomes a vulnerability. The cost of one turret is the death of the entire team. Do you think that's worth it?

The lone wolf archetype is disliked because it accumulates little by little. Losing to someone who doesn't fit in feels unfair, like they're deliberately throwing the game. But have you ever wondered which of the hundreds of heroes in King of Glory has the lowest assist rate? Is it reasonable? Or is it just self-admiration? The next article will provide an in-depth analysis.

Image source: Internet


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