Whether both teams destroy at least one inhibitor in Game 2 decides if the match's middle-game sieges and rotations favored split-push or grouped Baron plays.
A “Yes” points to sustained mid-game pressure and deep sieges; a “No” implies shorter games, decisive teamfights, or effective wave defense.
Team WE and Anyone’s Legend supply the laners, junglers, supports, and coaches whose macro choices determine inhibitor pressure.
Individual laners and junglers who control Baron/Herald, plus supports who secure vision, make the rotations that create or deny siege windows.
Draft and champion picks set whether teams can threaten towers and inhibitors quickly; siege compositions, waveclear, and split-pushers change how fast bases crumble.
Objective timing (Herald, Baron), vision control, teleports, and mid-game gold leads flip the board; early kills that open base rotations make inhibitor breaks likelier.
Look for Game 2 ban/pick trends: priority on siege or waveclear champions and whether either side saves globals or teleport for split pressure.
Also watch first Herald and Baron timings, mid-game roaming and lane priority, and how the loser from Game 1 adjusts tempo; those moments often precede inhibitor trades.