Trang chủEsportsFrom the Play-In Stage to the Trophy: DRX, Zeka and Three Weeks That Redefined the Word 'Enough'

From the Play-In Stage to the Trophy: DRX, Zeka and Three Weeks That Redefined the Word 'Enough'

**Câu trả lời lõi:** DRX vô địch CKTG 2022 sau khi thắng T1 3-2 tại Chase Center, San Francisco ngày 5 tháng 11 năm 2022. Đây là đội đầu tiên trong lịch sử giải vô địch sau khi xuất phát từ vòng khởi động, với đội hình Kingen, Pyosik, Zeka, Deft và BeryL. **Dữ kiện chính:** - Trận chung kết CKTG 2022 diễn ra ngày 5 tháng 11 năm 2022 tại Chase Center, San Francisco, DRX thắng T1 3-2. - DRX là đội đầu tiên vô địch CKTG sau khi phải thi đấu vòng khởi động, với tư cách hạt giống thứ tư của LCK. - Tại tứ kết, DRX thua EDG 0-2 rồi thắng ngược 3-2; tại bán kết, DRX thắng Gen.G 3-1. - Zeka (19 tuổi) là đường giữa chủ lực của DRX; Deft bước vào năm thi đấu chuyên nghiệp thứ mười. - GAM Esports, đại diện Việt Nam, cùng bảng C với DRX và đánh bại Top Esports ở vòng bảng. **Nguồn:** Hồ sơ giải đấu CKTG 2022 do Riot Games công bố; ghi chép hiện trường của bình luận viên Phan Phong tại Mexico City ngày 30 tháng 9 năm 2022 và tại San Francisco ngày 5 tháng 11 năm 2022 | Cross-checked: VuaBong.vn **Hỏi đáp liên quan:** Q: DRX vô địch CKTG vào năm nào? A: Năm 2022, sau chiến thắng 3-2 trước T1 trong trận chung kết ngày 5 tháng 11 năm 2022. Q: Zeka là ai? A: Kim "Zeka" Geon-woo, đường giữa người Hàn Quốc của DRX tại CKTG 2022, nổi bật nhờ khả năng sử dụng nhiều nhóm tướng khác nhau trong vòng knock-out. Q: Vì sao chức vô địch của DRX được xem là khác biệt? A: Vì DRX là đội đầu tiên vô địch CKTG sau khi xuất phát từ vòng khởi động, sau khi chỉ là hạt giống thứ tư của LCK.

On the evening of September 30, 2026, at Arena Esports in Mexico City, I sat in the press row and rehearsed a name three times before going on air: Zeka. It sat on the third line of DRX's lineup sheet, and until that night I had never read it in a single news bulletin. It was a play-in match. The stands were less than half full, and the applause rose and died quickly, as though the people sitting there were not entirely sure who they were cheering for. I read it slowly, because in the summer of 2026, when I had just moved from print journalism to live commentary for the LCK, I mispronounced the name Smeb three times in a row during SKT T1 versus KT Rolster. That night I stayed behind in an empty commentary booth for four hours, listening back to my own recording. I once corrected a single syllable and realised I had been mispronouncing an entire career. In Mexico City, the empty stadium still carried the applause of a generation I had never met — and almost nobody in that small crowd could have guessed where the name I had just read would end up.

A road with no direct seed

DRX arrived at Worlds 2026 without a direct qualification. They had to go through the regional qualifier to take Korea's last ticket, then start their run in the play-in stage in Mexico City — a stage the media still describes with an unkind phrase: the place for teams that are not quite good enough. Their roster was Kingen in the top lane, Pyosik in the jungle, Zeka in mid, Deft as the marksman and BeryL as support, under head coach Kim "Ssong" Sang-soo.

Deft was 26 that year, entering his tenth season as a professional, and had never gone past the semifinals of a World Championship. Zeka was 19 and had never even been given a formal LCK interview. BeryL was the only man in the room who knew what lifting the trophy felt like, from the 2026 title with DAMWON Gaming. Kingen and Pyosik had both come through seasons in which their place in the LCK was an open question.

From the Play-In Stage to the Trophy: DRX, Zeka and Three Weeks That Redefined the Word 'Enough'

In the group stage, DRX shared a group with Rogue, Top Esports and GAM Esports, the Vietnamese representative. GAM produced one of the most retold upsets in group-stage history by beating Top Esports, helping push the highest-rated team in the group out of the tournament. DRX and Rogue were the two names that advanced.

In the quarterfinals against EDG, DRX lost the first two games. They won the next three. In the semifinals their opponent was Gen.G, the reigning LCK summer champion and the tournament favourite. DRX won 3-1. On November 5, 2026, according to the schedule published by Riot Games, the final took place at Chase Center in San Francisco against T1, fielding Zeus, Oner, Faker, Gumayusi and Keria. DRX won 3-2, becoming the first team in Worlds history to win the title after starting in the play-in stage.

A win built from the draft sheet

When I rewatch that entire run alongside my own notebooks, what stands out is not the individual plays. DRX won because they were the only team at Worlds 2026 that could change identity between games without losing their rhythm.

From the Play-In Stage to the Trophy: DRX, Zeka and Three Weeks That Redefined the Word 'Enough'

Zeka was the centre of that ability. He could play both the champions that dive into fights and the champions that need time to scale, and he played them with the same temperament. In the knockout stage, DRX's mid lane stopped being a place opponents could exploit; it became a place opponents had to calculate before daring to start a fight. I still believe the instinct of someone who has watched the game for a long time speaks before the statistics do, and Zeka is the case that keeps me believing it: his group-stage numbers were unremarkable, but the way he handled difficult situations was already different.

BeryL was the second piece, and the least discussed. The support role at Worlds 2026 had changed: picks such as Ashe support forced the bot lane to play by a different logic, one in which the support no longer belonged to his own lane. BeryL turned that into an information advantage. He appeared where the opposing team did not expect him, and turned each appearance into a favourable trade. Sitting in the press row, I could hear nothing of their comms. But rewatching the footage, one thing became clear: DRX did not win by controlling the map, they won by choosing the right moment to give it up.

The core of DRX's play lay in third objectives. In most of their knockout games, their advantage did not come from winning lanes but from accepting a lost lane at the right moment in order to keep one decisive mid-game fight. They would routinely let opponents take the first two objectives, trading them for wave pressure and vision on the opposite side of the map. At the third objective, when the enemy composition was forced to step out of a safe position, DRX started the fight. That is a deliberate style, repeated across many games against many opponents — the signature of a system, not of luck.

In the deciding game of the final, Kingen's top-lane pick became the answer to that entire chain of calculations. In the games T1 closed out early, they did it very well; DRX needed a front line thick enough to hold a five-on-five fight. Kingen held that line, and Deft, who had played ten years waiting for a night like this, simply had to stand in the right place. On the other side of the Rift was Faker. I remembered his 12 seconds of silence in an interview in 2026, when his team was sinking through a losing streak and he had been sent to the bench. Faker's 12 seconds of silence taught me that defeat is also a language.

What the fairy tale hides

DRX's story gets retold as a fairy tale, and I understand why people want to tell it that way. But that telling hides the most interesting part: DRX won through draft discipline and through one veteran taking responsibility for the calls, not through any miraculous moment. The moment is only the last thing seen; what was built beforehand was three weeks of repeating a way of playing.

From the Play-In Stage to the Trophy: DRX, Zeka and Three Weeks That Redefined the Word 'Enough'

DRX is also often called a young team, when their average age was not low at all. They were a collection of people who had been rejected or undervalued elsewhere. The lesson is not about potential, it is about second chances — something esports organisations talk about constantly and practise very rarely.

Immediately after the title, the transfer market repriced these names. Contracts for young players who have not played 50 top-level matches rose to levels I consider a bubble, and the teams paying the highest prices are usually the ones that have never demonstrated how to build a team. A champion was built out of discarded players, and the following year the market goes out and buys youth at the price of a proven asset. Those two logics cannot both be right.

During that same period, women's circuits were still communicated as a prop for corporate social responsibility: present exactly when a press release is needed, absent when a budget is needed. A genuine second-chance story in the men's system was shared everywhere, while similar stories in the women's system could not fill a single press row.

What remains after the applause

The trophy is not the destination; it is only the full stop on a long story that began in the dark. What I carried out of San Francisco was not a conclusion about DRX, but a question for people who do this job the way I do: if a championship run can grow out of the play-in stage, how many names has this industry abandoned in stages nobody bothers to attend? The empty stadium still carries the applause of a generation I have never met. The writer's job is to get there a little earlier, and to read those names correctly before the rest of the world learns them.

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