Chamie
09-01-2009, 11:21 AM
Competetive teamplay guide
I Am writing this guide in the purpose of educating people with low or mediocre clan war experince.
For high experinced clan war players this will probaly only be "the basics" but hopefully putting it into theory will open their minds a little bit.
Since I Am writing this guide on my own I would be very happy if other high experinced cw players read it aswell to give me feedback on the guide incase I missed something or likely.
Anyway let's get started...
First of all you need to decide the roles of the heroes in your team.
There are 3 main hero roles in both HoN and dota. First I will explain what purpose they serve in the team with just a few words and explain them more detailed as the guide moves on.
Mind that these roles don't always apply since you will probaly need atleast 8 different kinds of roles to explain the exact task of each hero.
Carry: Lategame hero that is extreamly dependant on items.
tasks: heavy farming, avoiding ganks, low map movement, defending towers if the team can't handle it alone
Ganker: (Usually a melee stun hero) Trying to avoid being detected while moving around the map searching for heroes to gank.
tasks: mediocre farming, rune timing, ganking, heavy map movement, counter ganking, iniating fights
Support: A not so item dependant hero who handles the support items for the team such as wards and chicken.
tasks: team support items, harassing and counter harassing, counter ganking, assisting ganks, low farming, mediocre map movement
When playing in a team where the individual skill of the players varies it may actually not always be smartest to put the best player on carry.
The most important skill of the carry player is to be able to lasthit creeps, so aslong as you have a good lasthitter in team other than the best player, then perhaps it could be wise to put the key player on an iniation hero.
Although these are the 3 main hero roles of HoN and dota there are also sub roles such as a semi-carry or likely which I will not go further into because it will take too much time.
But let's put this into an example...
If you have a setup consisting of magmus, tempest, glacius, soulstealer and thunderbringer your roles will most likely be:
Carry: Soulstealer
Ganker: magmus and thunderbringer (notice that all gankers aren't good iniaters since you don't want thunderbringer to start the battles)
Support: Tempest and Glacius (When tempest has his ultimate up he will actually be the best iniater with a portal key even though he's support. Again this proves that my role descriptions aren't the same for all heroes even though it's the same role.)
Secondly you can also divide entire team setups into different categories. This is a bit harder however since the 4 main team categories for this are more like 4 different strenght meters which indicates what your team is good at and what it is bad for.
These 4 categories are however (from my perspective):
Ganking setup: A setup with heavy early/mid game with a lot of stuns, slows and damage spells. Perfect for killing heroes early/mid game. This is for anti-farm..
Farming setup: A setup aiming for a late game win. Oftenly consisting of 2 or more carry heroes and heavy support, often with healing.
Pushing setup: A setup aiming to end the game already on the early stages of the mid game. It earns a lot of it's money from pushing down towers.
Turtle setup: A base and tower defending setup. Used to counter pushing setups aswell as helping late game heroes getting their late game.
As mentioned before these 4 categories are not accurate descriptions of a team, more like strenghts and weaknesses. But I'm still gonna try to put this into 4 examples.
A Ganking setup: thunderbringer, magmus, torturer, behemoth, valkyrie
Farming setup: Soulstealer, madman, demented shaman, Pestillance, hellbringer (maybe not a good setup but an example)
Pushing setup: Defiler, Torturer, Ophelia, Pollywog Priest, Jereziah
Turtle setup: Zephyr, Nymphora, magmus, torturer, hellbringer
Now that I've gone through the boring basics it's time to start the real guide =).
The game is divided into 3 stages, early, mid and late game.
This guide will tell what to do in each stage of the game with a standard setup.
I like to divide the early game into early early game which I usally describe as before you hit level 5 or 6 (sometimes lvl 4 if underlvled) and late early game which is the later of the 2 stages.
1. Early early game (start of the game)
Your team captain needs to be quick in the beginning when planning who to send to what lane. When doing this you should also try to figure out how your opponents will lane. For instance if they have a soulstealer they will most oftenly put this hero in the middle. Therefore it could actually sometimes be smart to send a killing power stun lane to the middle (magmus and pyromancer for example). This is because a lane like this will be very hard for soulstealer to face which will make him weak (any double lane with killing power is very effective against a solo soulstealer).
Decide who buys the monkey corrier aswell who buys the sight wards(that's what observer wards are called here right? :P).
The support should handle this, however it's recommended to avoid letting the same guy buy both wards and the monkey corrier at the beginning of the game.
The reason that you usally want to buy sight wards already when the game starts, is that unless you are playing a push setup u usally want hinder your opponents from being able to pull neutral creeps to their creep waves.
If you are Legion you want to place the ward at the creep spawn closest to Hellbournes top tower and at a hill watching the top rune. If you are Hellbourne you place it at opposite side meaning bot.
Already at min 0 a rune will spawn at either top or bottom, you should make sure to have someone watch atleast one of these sides. Sometimes it can be efficiant to send multiple heroes to these locations because you might run into a fight already at this stage of the game.
Also when placing wards in the start you should send an escort hero with the hero placing the wards to prevent the ward placing hero from being killed.
If your opponent should not ward your creep pull spot you should take this to your advantage to deny creeps and level faster than your lane opponents.
When pulling to the creepwave as Legion you should pull at SECOND 16 or 46 (2.16 or 4.46 for example), this will help you time it correctly.
Make sure you are sending the right guy to pull, this will depend on the situation, if your lane is pushed a bit you should send your melee but if the creeps are at your tower you should always send the support to pull.
When deciding who to send to each lane you should mind that the hardest lane to stand at as Legion is top and as Hellbournes it's bot. Therefore send a strong killing lane to one of these lanes or a solo hero with great escape ability if you think that it will benefit your team at other lanes.
If you have a jungle hero in your team who is creeping the forest from level 1 you will have 2 solos, sometimes this will force you to solo a melee hero which is actually often better than having 2 melee heroes at same lane.
When soloing a melee hero it is usually best to put this hero in middle due to ramps and short lane.
Runes will spawn every even minute (0/2/4 et.c), optimally you want to time this so you have one hero standing at each rune spawn when they spawn. Mind that your opposing team most likely will have a ward at opposite rune spot from where your ward is, use this to your advantage while ganking since they are most likely to be missing a ward where your ward is. To do this effectivly send your melee ganker (if you have any) from the hard lane, to stand at the rune where your ward is, and send your mid hero to stand at the other ward.
This can be a very good situation to make a gank, mostly this will be middle but if the enemy has pushed far on one of the side lanes, this could be a better idea.
When playing at your lane in early early game the most important thing to think of is minding how many creeps you have and how many creeps your opponents have. If you have an advantage in creeps it could be a very good time to make a move for killing an enemy hero.
If you have disadvantage in creep support you should watch out when lasthitting and denying so you won't get caught since this will allow your opponents to strike if you are too offensive.
If you have a hero with an area stun you should also look for situations where you can hit both enemy heroes in just one stun. You also need to watch out so you don't give your opponents such a situation.
As support hero in this stage of the game your placement will therefore be the most important thing to think of. You need to harass your opponent aswell as counter harass when they harass your ally, but make sure to place yourself correctly so creeps don't hit while doing this aswell as not giving them a chance to catch both of you in one spell. Since a support hero doesn't need a lot of farming it can often also be good to focus on denying rather than lasthitting if this will help your lane ally get more creep lasthits.
2. Late early game
So now that your team has earned some map controll by timing runes you need to take it to the next level as you hit lvl 4 or 5 on a side lane or 5 or 6 on a solo lane.
The most important part of this stage of the game (and for later stages) is to make sure to always carry a teleport stone. This is so you can quickly help at other lanes when your opponent is ganking aswell as giving you a way to gank undetected as your opponent most likely soon will have wards at both rune spots at this stage of the game.
At this point of the game you should stick a bit less to your starting lane. Make sure your carry heroes are always farming at the lane where they will face least opponents or better to say the least dangerous opponents.
Your support needs to make sure that the monkey corrier is upgraded into a flying corrier so you can move items faster and they also need to make sure that wards are up at both rune spawns for better mapcontroll.
When your gank heroes start getting their ultimates they need to take advantage of these to gank enemy heroes. When doing this a lot of mana will be spent therefore it's recommended that they move back to heal afterwards, alternatively picking up a rune for their bottle.
Mind that while playing a spell dependant hero you will be close to useless without mana so regging at the base is usually the quickest way to become usefull again.
Make sure your main carry hero only teleports to help in fights when he's really needed so he doesn't interupt his farming for nothing.
After sucsessfully making a good gank it can often be smart to push out the tower at the same lane afterwards, however make sure that your opponents don't push one of your towers while you do this.
3. Mid game
Mid game is the stage of the game when heroes are starting to get their level 2 ultimates and portal key dependant heroes get their portal key et.c. This usally starts around min 20 or so.
At mid game your main priority is to make sure your heroes have their most important key items which is usually refered to the portal key for gank heroes and iniation heroes. If they don't already have this, make sure they get it.
A new term now comes into the game known as "a jump" which is when you or the enemy is blinking in with their iniation hero. You need to avoid being caught in your enemys iniation ultimate jumps at all costs, avoid pushing if all 5 enemy heroes are alive unless you know you can handle it and ALWAYS spread out when doing so.
Also try to have 1 or 2 heroes standing a bit behind so they can use the opponents iniation to hitting a perfect iniation themselves.
If you already have a huge advantage at mid game you should also try to get atleast 2 sight wards up in your enemys forest and using stealth detection wards to kill your enemys wards.
If your opponents have the advantage in the game you should instead place defensive wards in your own forest since they will almost always have heroes roaming around in there. If you are unsure about ward placements please consult a ward placement guide or ask for tips by replying in the thread.
There are 2 very common mistakes that low and mid skill players playing support do in this stage of the game. These are starting to kill forest creeps because they don't know where to go and secondly showing themselves when supposed to defend their carry from being ganked. ALWAYS stay hidden when you want to counter gank, otherwise it won't be a counter gank. If you place yourself correctly you can still get exp from when your ally kill creeps without allowing your opponent to see you.
4. Late game
DYING in late game is crucial for your entire team since your respawn time will often be longer than 60 seconds giving your enemy 5v4 advantage for more than a minute.
Late game usally comes down to 2 things for this reason: kill and avoid being killed.
This is not as simple as it sounds however since you usally want to keep farming a bit even in late game (mind that late game starts already at min 40 or sometimes earlier).
Support in lategame often think that their role is only to make sure the wards are out at to counter ward the enemies wards. This is clearly not the case.
The support needs to counter gank and if possibly assist the teams gankers when your team is ganking.
This is where the term "bait" comes into the game. You can make it look like as if your carry is farming completly solo at a very risky place while your enemy doesn't know that he has allies standing hidden close to him ready to counter gank as soon as the enemy jumps in.
So the role for the support here is usually watch the map, where do you think the next fight is most likely to be?
The role for the ganker is move undetected, think before you attack how many enemies can you see on the map? Where do you think the others are?
And the carry needs to think as follows: How far from my teammates and my base Am I? How likely Am I to be ganked here? If my team gets into a fight where they will need me, will I be there in time?
As soon as your team gets the 5v4 advantage without using up too many skills to get there you should try a push if you can win against the remaining 4 while pushing. A lot of beginners at this point of the game makes the mistake of going back to farming after a gank where they could have pushed to destroy a base tower or even better a barrack.
Another thing to think about in late game is BUY BACK money. At high levels you can be dead for as much as 80 seconds and these 80 seconds can be enough to lose the game on. All you need to prevent this is 2000 gold, it will mean a hell of a lot more for the game than that mithril hammer which you are planning to buy. So if possible, make sure to always have buy back.
There are also a couple of rules that you need to know about when pushing against a good turtle setup...
The reason that I'm adding special rules for this is because turtle setups may at sometimes barely even move out from their base at all which makes it very hard to get a 5v4 lead. And even if you do manage to gank one hero, a good turtle setup can be so good at defending that ganking one wont be enough.
First of all make sure that the 2 lanes closest to Kongor are well-pushed (close to their base). After this, kill Kongor and give the token of life to a carry hero with space.
When this is done make sure that ALL 3 lanes are pushed before making a move for their base.
Now choose between sending all your heroes to one same lane while pushing or spreading out to 2 different lanes.
When pushing make sure to spread out, unless you have a very powerful tank in your team there should be no melee heroes hitting the tower. Also, always have atleast one guy standing behind with portal key who can iniate them after they have iniated you.
Since all 3 lanes are pushed they will have no chance of making a counter push if you should fail in your push aslong as you have a couple of buy backs in your team which you obviously always should have against a turtle setup.
WARNING: Playing against a turtle setup won't be fun, you will not enjoy this ;P. So try to stay focused or you might get angry and start doing mistakes.
This guide is already long enought so I will stop it here and maybe add more later or perhaps remove a couple of things to make it shorter.
I haven't looked through the entire guide yet so I might have done some misspellings or missed a word in a sentence, but I hope it will help you anyway.
I would also like to thank anyone who reads this guide for reading it and even more for giving me feedback after you've read it.
I Am writing this guide in the purpose of educating people with low or mediocre clan war experince.
For high experinced clan war players this will probaly only be "the basics" but hopefully putting it into theory will open their minds a little bit.
Since I Am writing this guide on my own I would be very happy if other high experinced cw players read it aswell to give me feedback on the guide incase I missed something or likely.
Anyway let's get started...
First of all you need to decide the roles of the heroes in your team.
There are 3 main hero roles in both HoN and dota. First I will explain what purpose they serve in the team with just a few words and explain them more detailed as the guide moves on.
Mind that these roles don't always apply since you will probaly need atleast 8 different kinds of roles to explain the exact task of each hero.
Carry: Lategame hero that is extreamly dependant on items.
tasks: heavy farming, avoiding ganks, low map movement, defending towers if the team can't handle it alone
Ganker: (Usually a melee stun hero) Trying to avoid being detected while moving around the map searching for heroes to gank.
tasks: mediocre farming, rune timing, ganking, heavy map movement, counter ganking, iniating fights
Support: A not so item dependant hero who handles the support items for the team such as wards and chicken.
tasks: team support items, harassing and counter harassing, counter ganking, assisting ganks, low farming, mediocre map movement
When playing in a team where the individual skill of the players varies it may actually not always be smartest to put the best player on carry.
The most important skill of the carry player is to be able to lasthit creeps, so aslong as you have a good lasthitter in team other than the best player, then perhaps it could be wise to put the key player on an iniation hero.
Although these are the 3 main hero roles of HoN and dota there are also sub roles such as a semi-carry or likely which I will not go further into because it will take too much time.
But let's put this into an example...
If you have a setup consisting of magmus, tempest, glacius, soulstealer and thunderbringer your roles will most likely be:
Carry: Soulstealer
Ganker: magmus and thunderbringer (notice that all gankers aren't good iniaters since you don't want thunderbringer to start the battles)
Support: Tempest and Glacius (When tempest has his ultimate up he will actually be the best iniater with a portal key even though he's support. Again this proves that my role descriptions aren't the same for all heroes even though it's the same role.)
Secondly you can also divide entire team setups into different categories. This is a bit harder however since the 4 main team categories for this are more like 4 different strenght meters which indicates what your team is good at and what it is bad for.
These 4 categories are however (from my perspective):
Ganking setup: A setup with heavy early/mid game with a lot of stuns, slows and damage spells. Perfect for killing heroes early/mid game. This is for anti-farm..
Farming setup: A setup aiming for a late game win. Oftenly consisting of 2 or more carry heroes and heavy support, often with healing.
Pushing setup: A setup aiming to end the game already on the early stages of the mid game. It earns a lot of it's money from pushing down towers.
Turtle setup: A base and tower defending setup. Used to counter pushing setups aswell as helping late game heroes getting their late game.
As mentioned before these 4 categories are not accurate descriptions of a team, more like strenghts and weaknesses. But I'm still gonna try to put this into 4 examples.
A Ganking setup: thunderbringer, magmus, torturer, behemoth, valkyrie
Farming setup: Soulstealer, madman, demented shaman, Pestillance, hellbringer (maybe not a good setup but an example)
Pushing setup: Defiler, Torturer, Ophelia, Pollywog Priest, Jereziah
Turtle setup: Zephyr, Nymphora, magmus, torturer, hellbringer
Now that I've gone through the boring basics it's time to start the real guide =).
The game is divided into 3 stages, early, mid and late game.
This guide will tell what to do in each stage of the game with a standard setup.
I like to divide the early game into early early game which I usally describe as before you hit level 5 or 6 (sometimes lvl 4 if underlvled) and late early game which is the later of the 2 stages.
1. Early early game (start of the game)
Your team captain needs to be quick in the beginning when planning who to send to what lane. When doing this you should also try to figure out how your opponents will lane. For instance if they have a soulstealer they will most oftenly put this hero in the middle. Therefore it could actually sometimes be smart to send a killing power stun lane to the middle (magmus and pyromancer for example). This is because a lane like this will be very hard for soulstealer to face which will make him weak (any double lane with killing power is very effective against a solo soulstealer).
Decide who buys the monkey corrier aswell who buys the sight wards(that's what observer wards are called here right? :P).
The support should handle this, however it's recommended to avoid letting the same guy buy both wards and the monkey corrier at the beginning of the game.
The reason that you usally want to buy sight wards already when the game starts, is that unless you are playing a push setup u usally want hinder your opponents from being able to pull neutral creeps to their creep waves.
If you are Legion you want to place the ward at the creep spawn closest to Hellbournes top tower and at a hill watching the top rune. If you are Hellbourne you place it at opposite side meaning bot.
Already at min 0 a rune will spawn at either top or bottom, you should make sure to have someone watch atleast one of these sides. Sometimes it can be efficiant to send multiple heroes to these locations because you might run into a fight already at this stage of the game.
Also when placing wards in the start you should send an escort hero with the hero placing the wards to prevent the ward placing hero from being killed.
If your opponent should not ward your creep pull spot you should take this to your advantage to deny creeps and level faster than your lane opponents.
When pulling to the creepwave as Legion you should pull at SECOND 16 or 46 (2.16 or 4.46 for example), this will help you time it correctly.
Make sure you are sending the right guy to pull, this will depend on the situation, if your lane is pushed a bit you should send your melee but if the creeps are at your tower you should always send the support to pull.
When deciding who to send to each lane you should mind that the hardest lane to stand at as Legion is top and as Hellbournes it's bot. Therefore send a strong killing lane to one of these lanes or a solo hero with great escape ability if you think that it will benefit your team at other lanes.
If you have a jungle hero in your team who is creeping the forest from level 1 you will have 2 solos, sometimes this will force you to solo a melee hero which is actually often better than having 2 melee heroes at same lane.
When soloing a melee hero it is usually best to put this hero in middle due to ramps and short lane.
Runes will spawn every even minute (0/2/4 et.c), optimally you want to time this so you have one hero standing at each rune spawn when they spawn. Mind that your opposing team most likely will have a ward at opposite rune spot from where your ward is, use this to your advantage while ganking since they are most likely to be missing a ward where your ward is. To do this effectivly send your melee ganker (if you have any) from the hard lane, to stand at the rune where your ward is, and send your mid hero to stand at the other ward.
This can be a very good situation to make a gank, mostly this will be middle but if the enemy has pushed far on one of the side lanes, this could be a better idea.
When playing at your lane in early early game the most important thing to think of is minding how many creeps you have and how many creeps your opponents have. If you have an advantage in creeps it could be a very good time to make a move for killing an enemy hero.
If you have disadvantage in creep support you should watch out when lasthitting and denying so you won't get caught since this will allow your opponents to strike if you are too offensive.
If you have a hero with an area stun you should also look for situations where you can hit both enemy heroes in just one stun. You also need to watch out so you don't give your opponents such a situation.
As support hero in this stage of the game your placement will therefore be the most important thing to think of. You need to harass your opponent aswell as counter harass when they harass your ally, but make sure to place yourself correctly so creeps don't hit while doing this aswell as not giving them a chance to catch both of you in one spell. Since a support hero doesn't need a lot of farming it can often also be good to focus on denying rather than lasthitting if this will help your lane ally get more creep lasthits.
2. Late early game
So now that your team has earned some map controll by timing runes you need to take it to the next level as you hit lvl 4 or 5 on a side lane or 5 or 6 on a solo lane.
The most important part of this stage of the game (and for later stages) is to make sure to always carry a teleport stone. This is so you can quickly help at other lanes when your opponent is ganking aswell as giving you a way to gank undetected as your opponent most likely soon will have wards at both rune spots at this stage of the game.
At this point of the game you should stick a bit less to your starting lane. Make sure your carry heroes are always farming at the lane where they will face least opponents or better to say the least dangerous opponents.
Your support needs to make sure that the monkey corrier is upgraded into a flying corrier so you can move items faster and they also need to make sure that wards are up at both rune spawns for better mapcontroll.
When your gank heroes start getting their ultimates they need to take advantage of these to gank enemy heroes. When doing this a lot of mana will be spent therefore it's recommended that they move back to heal afterwards, alternatively picking up a rune for their bottle.
Mind that while playing a spell dependant hero you will be close to useless without mana so regging at the base is usually the quickest way to become usefull again.
Make sure your main carry hero only teleports to help in fights when he's really needed so he doesn't interupt his farming for nothing.
After sucsessfully making a good gank it can often be smart to push out the tower at the same lane afterwards, however make sure that your opponents don't push one of your towers while you do this.
3. Mid game
Mid game is the stage of the game when heroes are starting to get their level 2 ultimates and portal key dependant heroes get their portal key et.c. This usally starts around min 20 or so.
At mid game your main priority is to make sure your heroes have their most important key items which is usually refered to the portal key for gank heroes and iniation heroes. If they don't already have this, make sure they get it.
A new term now comes into the game known as "a jump" which is when you or the enemy is blinking in with their iniation hero. You need to avoid being caught in your enemys iniation ultimate jumps at all costs, avoid pushing if all 5 enemy heroes are alive unless you know you can handle it and ALWAYS spread out when doing so.
Also try to have 1 or 2 heroes standing a bit behind so they can use the opponents iniation to hitting a perfect iniation themselves.
If you already have a huge advantage at mid game you should also try to get atleast 2 sight wards up in your enemys forest and using stealth detection wards to kill your enemys wards.
If your opponents have the advantage in the game you should instead place defensive wards in your own forest since they will almost always have heroes roaming around in there. If you are unsure about ward placements please consult a ward placement guide or ask for tips by replying in the thread.
There are 2 very common mistakes that low and mid skill players playing support do in this stage of the game. These are starting to kill forest creeps because they don't know where to go and secondly showing themselves when supposed to defend their carry from being ganked. ALWAYS stay hidden when you want to counter gank, otherwise it won't be a counter gank. If you place yourself correctly you can still get exp from when your ally kill creeps without allowing your opponent to see you.
4. Late game
DYING in late game is crucial for your entire team since your respawn time will often be longer than 60 seconds giving your enemy 5v4 advantage for more than a minute.
Late game usally comes down to 2 things for this reason: kill and avoid being killed.
This is not as simple as it sounds however since you usally want to keep farming a bit even in late game (mind that late game starts already at min 40 or sometimes earlier).
Support in lategame often think that their role is only to make sure the wards are out at to counter ward the enemies wards. This is clearly not the case.
The support needs to counter gank and if possibly assist the teams gankers when your team is ganking.
This is where the term "bait" comes into the game. You can make it look like as if your carry is farming completly solo at a very risky place while your enemy doesn't know that he has allies standing hidden close to him ready to counter gank as soon as the enemy jumps in.
So the role for the support here is usually watch the map, where do you think the next fight is most likely to be?
The role for the ganker is move undetected, think before you attack how many enemies can you see on the map? Where do you think the others are?
And the carry needs to think as follows: How far from my teammates and my base Am I? How likely Am I to be ganked here? If my team gets into a fight where they will need me, will I be there in time?
As soon as your team gets the 5v4 advantage without using up too many skills to get there you should try a push if you can win against the remaining 4 while pushing. A lot of beginners at this point of the game makes the mistake of going back to farming after a gank where they could have pushed to destroy a base tower or even better a barrack.
Another thing to think about in late game is BUY BACK money. At high levels you can be dead for as much as 80 seconds and these 80 seconds can be enough to lose the game on. All you need to prevent this is 2000 gold, it will mean a hell of a lot more for the game than that mithril hammer which you are planning to buy. So if possible, make sure to always have buy back.
There are also a couple of rules that you need to know about when pushing against a good turtle setup...
The reason that I'm adding special rules for this is because turtle setups may at sometimes barely even move out from their base at all which makes it very hard to get a 5v4 lead. And even if you do manage to gank one hero, a good turtle setup can be so good at defending that ganking one wont be enough.
First of all make sure that the 2 lanes closest to Kongor are well-pushed (close to their base). After this, kill Kongor and give the token of life to a carry hero with space.
When this is done make sure that ALL 3 lanes are pushed before making a move for their base.
Now choose between sending all your heroes to one same lane while pushing or spreading out to 2 different lanes.
When pushing make sure to spread out, unless you have a very powerful tank in your team there should be no melee heroes hitting the tower. Also, always have atleast one guy standing behind with portal key who can iniate them after they have iniated you.
Since all 3 lanes are pushed they will have no chance of making a counter push if you should fail in your push aslong as you have a couple of buy backs in your team which you obviously always should have against a turtle setup.
WARNING: Playing against a turtle setup won't be fun, you will not enjoy this ;P. So try to stay focused or you might get angry and start doing mistakes.
This guide is already long enought so I will stop it here and maybe add more later or perhaps remove a couple of things to make it shorter.
I haven't looked through the entire guide yet so I might have done some misspellings or missed a word in a sentence, but I hope it will help you anyway.
I would also like to thank anyone who reads this guide for reading it and even more for giving me feedback after you've read it.