View Full Version : Being Superior in team fights mid/late ?
09-30-2009, 05:30 AM
I use to play with some mates.
we ussualy grab a good start since we use to play 2-3 ints, a carry and a tank.
we team up like this: carry/ int, tank/int, int mid. getting early control is ussualy no problem for us, since we dominate the langegame pretty much.
but at some point ( lately it's always the same! ) we end up losing towers while we dont destroy / push. we often end up staying in the forest to initiate a gank but then get buttraped. we often suffer to disable and aoe damage.
an exampel: 2 enemies are pushing our lanes, we gather up to gank them but then an enigma shows up with his dagger and a glacius or lich finish us off.
we lose towers quickly then since our tank/carrie is dead.
any solution to stay superior during mid/lategame?
09-30-2009, 05:35 AM
You guys got the basic strategies right, but if the other team is any good they will know which lane you guys are going to gank. And they will perform a counter-gank.
If you guys are ganking a lane and enemies from other lanes are also missing, you should take additional care because they might be camping somewhere :P
As to heroes like tempest make sure you guys have a counter pick such as hellbringer. A stunner should always stay at back of the fight just in case tempest blinks in and ultil
Mid late team fights are easy decided by who has more AOE/AOE disables. So again hero selection!
09-30-2009, 05:40 AM
so the essence of your post is:
gather up to gank, expect the counter gank, counter the counter gank, push?
09-30-2009, 06:03 AM
Just know when you have the upper hand and can push, after a gank, you should push a tower
easier doen with alot of TPs on everyone
Wards to see when people come in for counterganks
It seems like you're only concern is blink initiators... If you're constantly getting wrecked by blink initiators then you're doing a lot wrong.
A few things are not grouping up in a clump so that 3 or more people get caught by Tempest/Magmus/Kraken/Behemoth ultimates. Also if you're up against a team with a blink initiator it's always the brightest idea to keep wards placed in areas where blinkers like to hide and wait.
Other fundamentals that should be considered is map awareness. If 2 guys were in mid past river or something and 3 were missing for an extended period of time or something then it's safe to say that those 2 hero's are acting as bait. This game can be brutal for those who don't stop to question everything, or fail to use common sense.
For Kraken and Magmus, who ult before blinking, your only option is to do your best to spot them before any team fight is initiated. This can mean sending someone to check the fog and put a cooldown on his blink by auto attacking him moments before you initiate, or canceling his ult.
A good strategy for Tempest is to constantly check his items to see if he's building a Shrunken Head (bkb). If he isn't to the point where he's gotten a bkb then have someone who can cancel his ult hang back during the initiation. Basically anyone with a stun or silence who has no business putting their neck out on the front lines of a battle anyway. Then once he blinks and starts to ult just stun and beat his face in. If there's a Jereziah on the team with the Tempest a Nullfire Blade (diffusal blade) will purge any magic immunity Jereziah puts on Tempest, tho a Nullfire should be gotten anytime Jereziah is picked regardless.
Hope this helps.