JD Gaming vs ThunderTalk Gaming Game 3 Draft Analysis: Galio and Trundle Against Vayne
A detailed LPL Game 3 draft analysis of JD Gaming’s Galio-Trundle teamfight composition against ThunderTalk Gaming’s volatile Vayne and Kha'Zix setup.
Compositions
JD Gaming drafted a front-to-back teamfight composition built around reliable engage, layered crowd control, and strong protection for GALA’s Ezreal. Xiaoxu’s Malphite gives JDG a decisive initiation button, while HongQ’s Galio can follow any committed fight with Hero’s Entrance and lock down the back line. JunJia’s Trundle adds a different angle: he can use Subjugate to strip a frontline target, create space with Pillar of Ice, and make ThunderTalk’s fragile carries far easier to reach.
Vampire’s Seraphine is the connective tissue of the draft. Her shields, healing, and Encore give JDG powerful follow-up after Malphite or Galio engage. Ezreal is not the most traditional hypercarry in a grouped composition, but he thrives when teammates establish safe terrain and force opponents to walk into narrow choke points. JDG should be comfortable playing around objectives, controlling vision, and punishing any rushed engage from ThunderTalk.
ThunderTalk chose a much more volatile composition. Keshi’s Vayne top is the defining risk: she offers exceptional scaling and can shred Malphite or Trundle in extended fights, but she has little margin for error against JDG’s initiation. Ahn’s Kai'Sa can dive alongside Feather’s Neeko and Junhao’s Kha'Zix, while Heru’s Cassiopeia supplies sustained damage and anti-dash control through Miasma. Their ideal fight starts with a Neeko flank or a Kha'Zix pick, then turns into a chaotic multi-angle engage that prevents Ezreal from poking safely.
Key Picks
Malphite is JDG’s most important pick. Vayne is normally selected to punish durable melee champions, but Malphite changes the terms of the matchup. Keshi may win isolated lane pressure, yet one missed Tumble or poorly placed Condemn can create a nearly unavoidable Ultimate Force opening. Malphite also threatens Kai'Sa and Cassiopeia, neither of whom wants to burn defensive tools before the central fight begins.
For ThunderTalk, Neeko is the draft’s primary swing champion. Feather must find fog-of-war angles rather than simply walking into JDG’s formation. A clean Pop Blossom can interrupt Seraphine’s response and give Kai'Sa the access she needs. If Neeko is spotted early, however, ThunderTalk’s engage becomes far less dependable.
Cassiopeia is also crucial because Miasma can deny Ezreal’s Arcane Shift and limit Kai'Sa’s movement in return fights. Heru needs disciplined positioning: Galio and Malphite both punish an immobile mage who stands too close to the first target.
Draft Edge
JDG hold the clearer execution advantage. Their abilities naturally chain together, their objective setup is straightforward, and Trundle can make a single caught target collapse quickly. Seraphine also gives them valuable insurance when the first engage is imperfect.
ThunderTalk have higher carry potential, especially if Vayne reaches a comfortable scaling point and Kha'Zix finds isolated targets. But their draft requires superior vision control, precise flanks, and careful spacing around Malphite’s ultimate. Their carries cannot all stand together, yet separating too much makes them vulnerable to Galio and Trundle picks.
Prediction
JDG should have the advantage in standard objective fights. If they keep vision around flanks and force ThunderTalk to enter first, Malphite-Galio-Seraphine can overwhelm the Red side before Vayne has time to deal sustained damage.
ThunderTalk’s path is real but narrow: Feather or Junhao must create an early pick, then Ahn and Keshi must convert the resulting chaos into a snowball. In a controlled Game 3, JD Gaming’s more coherent engage and protection tools make them the stronger draft.