Author Topic: General picking rules  (Read 2112 times)

Offline memo

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General picking rules
« on: May 15, 2010, 17:25 »
There are 3 main rules to play in team:
1. carry
2. support
3. tank

Check attachment to see simple graph about hero power during the game. What do the graph says?

1. early game (1-12 min) INT heroes own. Good picks can dominate all map and win the game in 20 minutes.
 Few good spells and you can kill AGI heroes and most of STR heroes fast. Agi heroes are imba weak, even creeps are dangerous for them.

2. mid game (12-30 min) STR heroes own. They have good damage and high enough hp to survive most of INT attacks. Most of them have nice stun/slow so they can kill low hp int and agi heroes fast.

3. late game (30<) AGI heroes own. They have imba damage, high enogh hp to survive most of INT and STR attacks and even after combo on their head they can run away with blink, invisibility, some lothar etc.

Graph says that:
in early game 1v1 int vs str, int vs agi = INT win
in mid game 1v1 str vs int, str vs agi = STR win
in late game 1v1 agi vs int, agi vs str = AGI win

Of course if you have right items on your hero.

The second important thing is... ranged heroes are stronger than melee heroes only early/mid game. Lategame ranged agi < melee agi.

The reason why I am writing about it is that in pubs people dont care about TIME that much. They like farming "nice items", even if they are INT. If you got brood and enigma/furion, try to finish game in 20 min. Dont wait, dont farm woods, just push as much as you can. BoT and go. So many people in pubs dont have tele scrolls during 80% of game. They are rosh and your team is to weak to stop them? Crush their left lane. Even if they will kill you - if you destroyed barracs = you succed.

If you are mort, troll etc, farm farm farm. Farm your items and you will be imba. Dont go ganging when you are low level and you have only treads, because you will propably just feed them.

If you play against int heroes, stuners, disablers, just buy black king bar. It will help you a lot.
Always bring 1-2 tele scrolls or Boot of travel with you.
In team clashes always focus on low hp heroes. The worst thing I saw lately was dooms ulti on centaur. I know that tanks are the biggest, the easiest to click on, but dont use your best skills on tanks. In team clash:
1. kill low hp heroes
2. kill agi
3. kill tanks

If all your team is focusing on centaur you will propably kill him, but they will kill all 5 of you.
Other thing - if you got furion/keeper lane farmer, you will propably lose, because your carrys will not have cash for their core items. Desco is useless item on furion unless your team is nice farmed.

Last thing - you have to know when it is GG.
When you lost?
If they got 2x more kills than your team, for example your team got 8 kills, enemies 20.
If difference in destroyed towers, buildings is more than 4. For example you destroyed 1 tower, enemies 6.
If difference in levels is more than 3. For example if your teammates are lvl 10-12, and enemies 15-18.

Get over it. Dont try to desperate defend your base, because they will kill you 3-5 times more and you will get veryyyyy angry. Just realize that it is GG already and go safe yourself, hide - blink on some rock, make adventure quest through the trees. Fountain is not the safest place when the game is ending, because they will hook, swap or nuke you, to get few more kills.

PS: Magic wand is imba item :)

[attachment deleted by admin]
« Last Edit: May 15, 2010, 17:37 by memo »

Offline [Shady] Polska

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Re: General picking rules
« Reply #1 on: May 22, 2010, 06:17 »
How about some good combos, and counters. We need a guide for what char to pick as well

Offline iPlayForFun

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Re: General picking rules
« Reply #2 on: May 22, 2010, 13:27 »
This is nice post.....But u must know that some int heroes can pwn agi heroes even if agi farmed a lot and it is late game....Btw Furion can act like agi hero just make him dmg + orchid and gg (tp from side to side and kill towers so fast and u dont need skill for creeps).....Some ppl dont know purpose of agi heroes if u go mid and farm they ask u to come and gank if u say u must farm they want to votekick u that is so stupid :/

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Offline Tadas

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Re: General picking rules
« Reply #3 on: May 27, 2010, 22:43 »
If he sais agi > str then I can't agree. Slardar and barathum can outbash any hero and for me they're better than troll/void, cause they have more hp and really high move speed. They're better gankers, and for me they are a lot better carry chars than any agi.

What is more lets talk about in chars. There is one int which is weak in start game, but it can kill most agi chars late game in 1hit. It's destro. Also silencer or enchantress might do good damage in mid/late game.

About agi: Not all agi are carries. Nerub, venge are much more usefull as supports. Also mirana is used to be played as support.

But ofc since players in this server play for stats only, there is no team play and most characters are not in their builds, game style.
« Last Edit: May 31, 2010, 12:28 by Tadas »

Offline hotbarbecue

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Re: General picking rules
« Reply #4 on: May 31, 2010, 15:00 »
Carrying heroes are not AGI heroes... They're these DPS heroes who must farm 25min before they start to be REALLY effective... Destroyer, Mortred, Leoric, Sniper, Terrorblade..... and ofc RapboyTechies.

If you pick more than 2 of them and you play against a balanced match-up (1 or 2 support, one tank/initiator, 1 hero good@ganking, and one carry) you got 80% chances to lose.

There is no "Hero A > Hero B", there are just lineups and counters... Remember, a single 1k5 gold GhostForm can counter a Troll with 4 Rapiers. A good Slithice ulti and you lose a side without a chance to defend it, even if you're wining with 30/15 score.

I give you some counters. Most of them are obvious, though... :


Against pushers
: PitLord of course. Also Roof can stop a push with his ulti, and heal towers while your team gets items. After 40min, pushers will fail against carry-oriented teams. Medusa can destroy summons with her ulti. Dirge's tomb and Chieftain's ulti can create a nice mess too  ;D

Against gankers : Map controlling heroes : NA with scarabs, Treant, Rexxar and his birdy, Riki, Visage scouting with revenants, Lanaya's traps, Slark roaming, Clock's rockets... (and that is the good thing in 6.67 : gankers counter gankers, and the game is moar dynamic!)

Against AOE combos : Silencer with a good amount of HP/armor (meka shiva and a few bracers) can disrupt a lot of heroes combos (like Shaker, Akasha, Enigma - if he's dumb enough to cast Midnight Pulse on your team before casting BlackHole). Zeus's ulti or Tinker's rockets and goblins can upset blinking-AOE-pwnzor heroes like Shaker, Magnus, SandKing, and prevent them to blink. Pwn them fast!!

Against healers : One answer is Ancient Apparition. His ulti will destroy heroes like Enchant/Omni/etc...

Against pitbull russcoff teams (Bara + lycan + balanar + BS + Gondar + JOJEK®) : gank their woods, they're weak while they dont have their 5 Vladmirs.

Against heavy tanks : Necrolyte and Naix are you best friends.

Against global strat
(Furion, Mercu, Zeus, Clock...) : DOH! Dont farm alone :)
Against a balanced line-up : outplay them!

 
« Last Edit: May 31, 2010, 15:03 by hotbarbecue »

Offline chedz

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Re: General picking rules
« Reply #5 on: May 31, 2010, 15:07 »
Carrying heroes are not AGI heroes... They're these DPS heroes who must farm 25min before they start to be REALLY effective... Destroyer, Mortred, Leoric, Sniper, Terrorblade..... and ofc RapboyTechies.

If you pick more than 2 of them and you play against a balanced match-up (1 or 2 support, one tank/initiator, 1 hero good@ganking, and one carry) you got 80% chances to lose.

There is no "Hero A > Hero B", there are just lineups and counters... Remember, a single 1k5 gold GhostForm can counter a Troll with 4 Rapiers. A good Slithice ulti and you lose a side without a chance to defend it, even if you're wining with 30/15 score.

I give you some counters. Most of them are obvious, though... :


Against pushers
: PitLord of course. Also Roof can stop a push with his ulti, and heal towers while your team gets items. After 40min, pushers will fail against carry-oriented teams. Medusa can destroy summons with her ulti. Dirge's tomb and Chieftain's ulti can create a nice mess too  ;D

Against gankers : Map controlling heroes : NA with scarabs, Treant, Rexxar and his birdy, Riki, Visage scouting with revenants, Lanaya's traps, Slark roaming, Clock's rockets... (and that is the good thing in 6.67 : gankers counter gankers, and the game is moar dynamic!)

Against AOE combos : Silencer with a good amount of HP/armor (meka shiva and a few bracers) can disrupt a lot of heroes combos (like Shaker, Akasha, Enigma - if he's dumb enough to cast Midnight Pulse on your team before casting BlackHole). Zeus's ulti or Tinker's rockets and goblins can upset blinking-AOE-pwnzor heroes like Shaker, Magnus, SandKing, and prevent them to blink. Pwn them fast!!

Against healers : One answer is Ancient Apparition. His ulti will destroy heroes like Enchant/Omni/etc...

Against pitbull russcoff teams (Bara + lycan + balanar + BS + Gondar + JOJEK®) : gank their woods, they're weak while they dont have their 5 Vladmirs.

Against heavy tanks : Necrolyte and Naix are you best friends.

Against global strat
(Furion, Mercu, Zeus, Clock...) : DOH! Dont farm alone :)
Against a balanced line-up : outplay them!
Really helpfull indeed, is there a way to stop slark to?


Offline hotbarbecue

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Re: General picking rules
« Reply #6 on: May 31, 2010, 15:20 »
Against slark : pick Doom, or just a few stunners. Chase him a lot in early game while he has only 600 hp. Or push with sentries. And use your stuns and dusts wisely, because his dark pact will remove any effect on him if he knows when to cast it.
Tiny is also quite a good counter, his craggy can give him hard times, and his stun/toss 1k damage combo will rape his shrimp-like HP. Think about Lion/Lina too (and they can stun heroes they dont see...).
« Last Edit: May 31, 2010, 15:22 by hotbarbecue »