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View Full Version : Basic Guide to Team synergy



Glorify1
06-04-2009, 09:15 PM
A lot of people who play this game don't seem to understand what makes a good team, and what makes a bad team. This guide is here to help you understand how to set up a team, and effectively out pick your opponents from the start.

First off, you'll have to learn what a good team is actually comprised of. Lots of players make the mistake of thinking you need a carry, a tank, and support. While generally this is true, taking any old heroes is hardly effective. You have to break down your team into far more complex groups to figure out what will win the game. For example, every team should have a solid initiator. You can label the hero what you want to label it, but an initiator goes in first, he's what signals your team to jump into the battle. His skills should heavily favor your team to win the team fight if landed correctly, and in turn disable or massively damage a large aoe of people. I'll list some examples:
-Axe (legionaire)
-Earthshaker (no idea his hon name)
-Venomancer(^)
-Warlock...dude(he summons a big ass dragon)

These heroes will effectively start the skirmish, the goal being obviously to wipe the entire enemy team. They're used, normally in conjunction with a blink dagger for positioning, to hit the opponent when they're in an undesirable position and previously thought they weren't in any danger. The best case scenario, you lock their team in stuns to the point where they cannot even counter with any damage, and completely wipe them.

Your team also needs a viable end game, which could be anything from a Krob to a dark lady. Most teams are based around big damage aoe skills, but there is always times where you won't effectively land these skills. Therefor you require a viable carry, that can both cleanup any heroes not killed in your initating attack and followup, but also deal with their carry. There are basically two types of carries, one that is heavy physical damage, and one that is heavy caster damage. Not all heavy physical damage is a viable carry, and the same goes vice versa.

-Krob(No idea hon name) derives most of her damage from her spirits, which deal a ridiculous amount of damage to a single thing when focused. It also takes down buildings, which becomes extremely helpful in pushes when you've wiped the team earlier and need to take a tower or raxes quickly. What makes her so deadly however is her spammable aoe nuke, silence, and the fact that she doesn't have to even attack or cast to deal damage when her ult is on.
-Leshrac(Tormenter) carries through spammable spells and lots of aoe. His goal is to get into the center of everything and cause havoc, while at the same time with his spells he's able to focus down any targets. He too, does not need to attack or cast to deal damage. He is weaker than krob because he doesn't silence, and does less focused damage. But either way, he's a lot of damage.
-Dark Lady is a physical carry, but a lot of her skills are aoe and cause disruption. She can silence anyone she hits with her spin move, her ult makes team's unable to function for the duration, she can snare and deal damage with her nuke. And she has a buffed double damage for 6 seconds whenever she wants.
-Lycan(No idea hon name) puts out a ton of physical damage, can move and max movespeed, crits and attacks super fast. He takes advantage of a cheap item that adds loads of dps/damage at the cost of sacrificing health slowly over time. Armlet, renamed in hon though I'm unsure as to what, makes lycan a powerhouse. He also has invisible wolves that give map control, and a howl that increases everyone's dps.

If you've read all of that, you've probably noticed that carries either have abilities that help your entire team, or degrade their entire team. So you now have 2 out of the 5 heroes you need. Keeping in mind that you require strong lanes, you'll also need someone who can solo. Most melee heroes are bad solos, generally you want someone who can solo mid and abuse runes with a bottle. This means, the hero will need spells that are effectively cast, either to farm or kill the enemy. A bottle will fuel their regen and mana needs(though you should never buy one first), and allow them to outlane any 2 man lane or opposing solo you might run into. Lots of heroes can solo, and I've already described what they need to solo, so I'll just list a few:
-Zeus
-Nevermore
-Krob

This leaves you with two heroes left, you can pretty much pick any hero you'd like for these roles, just keep in mind you want STRONG LANES. I cannot stress enough how important strong lanes are. If your lanes collapse, you lose map control, ability to farm, and experience. If people are constantly having to come gank for you, they're leaving their lanes either open or weakened and allowing opponents to farm.

To finalize what a team should have, is two support roles should buy a chicken, and wards(observer). A chicken allows everyone to stay in the lane as long as possible, and wards prevent ganks and allow you to see where the rune is. Runes are extremely powerful, and should always be captured with a bottle if one is available.

Never try to lane two melees, it's ineffective and easy to harass. Generally in lanes, you want 1 person last hitting and 1 person harassing. The person last hitting obviously farms and denies the enemy, while the one harassing keeps them off of him. There are generally two types of lanes, defensive lanes and offensive lanes. Offensive lanes try to score kills as often as possible, and at the same time tries to completely deny enemies their ability to farm. A defensive lane tries to outfarm their opponent, scoring kills off their opponents mistakes.

Offensive lanes:
Pharoah-Glacius
Pyromancer-Glacius
Legionaire-Glacius

Defensive lanes:
Glacius-Dark lady
Puppet Master-Lycan

Creating a team is actually very easy, a rule of thumb until you're more attuned to HoN and dota is never have a lane without a ranged in it. It leaves the lane open to get easily harassed, and it's impossible to farm in it if your opponents are slightly good.

Notausgang
06-05-2009, 06:55 AM
Interesting read, though you should probably take the time to look up the hero names in the other thread in this forum.
Also, what does EoN stand for? Eroes of Newerth?

eaxs
06-05-2009, 07:35 AM
I think it means "Aeon of Strife"

Glorify1
06-05-2009, 10:23 AM
Actually, yeah I should probably edit that to HoN. :D

SodanKerjuu
06-05-2009, 02:10 PM
Willing to buy an ingame script which translates every DotA name into HoN ones.

Chavo
06-05-2009, 02:45 PM
I should point out that while Glorify's guide is useful for someone that has no idea where to start with DotA/HoN strategy, this is by no means a definitive guide or the only option. Use it as a learning guide for one [currently] viable strategy, not the only option. Inguinity and creativity is key in any strategy game with this depth. Closed-mindedly following established rules or common techniques is good when you don't understand the reasoning behind them but you should strive to understand so that you can decide for yourself.

Glorify1
06-05-2009, 05:24 PM
I should point out that while Glorify's guide is useful for someone that has no idea where to start with DotA/HoN strategy, this is by no means a definitive guide or the only option. Use it as a learning guide for one [currently] viable strategy, not the only option. Inguinity and creativity is key in any strategy game with this depth. Closed-mindedly following established rules or common techniques is good when you don't understand the reasoning behind them but you should strive to understand so that you can decide for yourself.

This guide isn't just useful for people new to dota/hon, it's useful for even veteran players who've yet to step a foot into competitive play, and even those who have. It is just a guide, though, afterall.

Delta5
06-05-2009, 11:33 PM
heres the stupid question of the day

what is a "carry".

Glorify1
06-06-2009, 12:30 AM
heres the stupid question of the day

what is a "carry".

As most heroes you'll play will degrade over time(their spells become less and less effective, because after maximizing their potential, heroes get stronger and stronger and the spells remain the same.), carries are designed to achieve damage through attacks, or spells that don't degrade as fast as other spells simply because of their mechanics.

LodeRunner
06-06-2009, 10:25 AM
heres the stupid question of the day

what is a "carry".
You'd think people would read this stuff but no.
http://forums.heroesofnewerth.com/showpost.php?p=650&postcount=8
Read that and the subsequent post

Fallout
06-06-2009, 10:49 AM
heres the stupid question of the day

what is a "carry".

The word "carry" is used to describe some heroes because they metaphorically carry their team on their shoulders at the end. A dead give-away to knowing if a hero is a "carry" or not is abilities with %'s in them, passive abilities added to auto-attacking, or critical hits. This isn't a hard rule, just a generalization. Most agility heroes are carry, few strength, rarely int.

Glorify1
06-08-2009, 02:18 AM
You'd think people would read this stuff but no.
http://forums.heroesofnewerth.com/showpost.php?p=650&postcount=8
Read that and the subsequent post

I don't agree with your term of carry. Conventional carries deal damage through physical attacks, but now carries generally are of the caster variety.

'Tanks' as you call then are initiators. This is a better term because it helps noobs realise that they need to initiate with their skill.

Euphoria
06-08-2009, 01:53 PM
I don't agree with your term of carry. Conventional carries deal damage through physical attacks, but now carries generally are of the caster variety.

'Tanks' as you call then are initiators. This is a better term because it helps noobs realise that they need to initiate with their skill.

Care to name the INT carries in this game? I can count arguably 1, torturer, and even then he shouldn't become that role. Death prophet ulti seems to be nerfed IMO, not sure if anyone can confirm that, otherwise who would you consider a carry?

Glorify1
06-08-2009, 07:07 PM
Leshrac
DP-her silence is still mad imba
Zephyr

There aren't many from dota, int carries anyways.

Euphoria
06-08-2009, 07:19 PM
Zephyr can farm, but his skills seem dismal from what i've seen. His usefulness in the lane is poor.

Glorify1
06-08-2009, 07:45 PM
His ult can easily give your team favor in a fight, his tornados deal wicked damage, he's pretty much unable to be ganked. These are factors determining what heroes are good and what are bad.

shi
06-09-2009, 04:50 PM
WTB HoN Wiki, with strict rules on using HoN names. lol.

thanks for the guide. very helpful. its been 100 games and this has reinforced everything i've learned so far.

TOP 3 tips to new players:
- Stay in your lane: buy consumables and invest early in minor regen items to stay in your lane. never leave a lane open, you're wasting XP.

- Last Hit & Denies: the last hit is the only one that matters, grants gold and XP. denies remove XP from the other team and help move the lane towards your towers.

- Communicate to teammates: tell people if your lane is missing. mind your minimap. listen when other people warn you.

cvk
08-01-2009, 09:02 AM
zues is easilly one of the greatest carries in this game. His nukes are dominant trhough the whole game thanks to the passive which becomes only better as the game progresses, and only real counter to him is physical damage carries, but by the time they can do anything to him your team should have already won with thunderbringer clinching the win early.

GimbleB
08-01-2009, 09:16 AM
Nice guide, quick note though

Earthshaker=Behemoth
Venomancer=Slither
Warlock=Hellbringer
Krob=Defiler
Leshrac=Torturer
Lycan=War Beast
Zeus=Thunderbringer
Nevermore=Soul Stealer