Share your creative ideas on how to build and play a lineup! All ideas and any discussion are welcome
Here's 2 of mine:
This is a kongor-rush pusher team. The idea is that Armadon gets snot for the -armor on kong, and that Tempest transmutes a Hellhound. Tempest goes on to solo mid, and Dsham goes solo top.
Proceed to abuse War Cry on tempest elementals, and the dual heal-nukes. Towers start falling like trees, puzzleboxes are built aplenty. GG
Corrupted trilane. Max out conduit and rush a hotbl. Witch and myrm can immobilize the enemy long enough for charges to build on conduit, and all do decent AoE magic damage. 200+ attack damage on level 7, GG
Oh you will find out when you are playing against the team that I'm picking for. :P
long lane, hook > decay > heal > protective charm > double slow => kill. if no1 in lane or you fear being ganked, dev. walks into stacked camps, decays, heal => camp cleared.
short lane solo, just has to hold his own, needs to get lvls most of al.
carry of the line up, needs to lvl flare and stun
support/roamer, he assists the lanes that need it and stacks camps.
now, in a teamfight, if you want to initiate, hook => easy kill and its 4 vs 5
if they initiate, slither uses ulti, flint his flair and gets to a save shooting distance. then devourer and jeriziah, walk in their aoe slow combined with slithers poison and plagues poison effectively stop them from moving (also nice for plagues ulti) when someone is close to dying, heal them or use ulti/charm.
special note on items:
if possible, get aemonicBreastplate/:AbyssalSkull:/:BarbedArmor:/:Mock: on & this will give them more disruption in the teamfight.
& both can use one of the following :ChargedHammer::NullfireBlade::GeometersBane: hammer, for more crowd dammage, blade for even more slow, bane for illusions, since the enemy wont reach you, they dramattically increase your dammage.
Imba stun imba gank imba -MA imba nuke imba iniation.
dems sum aoe
Nighthound is the best hero ever... deal with it.
I've been experementing with this one. I'm thinking swap out for so you have a dedicated ward ***** and that way you dont have two carries fighting for last hits. But this lineup is extreemly squishy which is a bit of a concern
VAMP TRAMPZ:chro: (A FOUR MAN TEAM FOR WHEN YOU ONLY HAVE 4 PEOPLE)
2 REEL REAL WORLD CRETURES(Z)
() pretty much I want to rip out my hair trilane follow it up with pretty much anything super cheap like solos
oh and this one is just for fun
pretty much involves having tons of vision on heroes you shouldn't have vision on and finding them and killing them anywhere on the map
Two simple concepts, both of which have worked before at pretty high levels:
"There is no teacher but the enemy. No one but the enemy will ever tell you what the enemy is going to do. No one but the enemy will ever teach you how to destroy and conquer. Only the enemy shows you where you are weak. Only the enemy tells you where he is strong. And the only rules of the game are what you can do to him and what you can stop him from doing to you."
I'd love to try a team that's really heavy on blink and pseudo-blink
Maybe something like this
Or lose some of those for ehh :chro:, whoever can keep with the idea of all creeping up together unseen and gang****ing somebody, I guess a stealther wouldn't be totally out of place there
Could also see throwing in one or two who don't actually have their own, but get PK as core
as for you
Last edited by Epidemilk; 04-05-2011 at 11:32 PM.
so i just played a game and as soon as i got in everyone was excited to do a push strat, so we did.
solo bot, this was me. I rushed sheep stick.
solo mid, we wanted a gank style hero here.
jungle, he went nomes and pk
top lane, polly went orchid and jera went mana ring
basically temp jungled till lvl 3 or so and then went mid and pushed it over. then temp and doctor went around gank pushing the all the other towers.
we had mega creeps in all lanes by 30min and they managed to push zero towers.
great success i think.
One of my favorite teams is:
: Tough lane to kill. Send these guys to the long lane and make sure they carry tp's for helping top if needed. Otherwise just sit in lane and not die.
: Mid and farm farm farm. No real need to gank, just need him to get big.
: Short lane. Very deadly against the right heroes with gust + heal. Also very hard to initiate against, especially once zeph hits 6. With a triple stacked pull zeph can get HotBL and chase boots very quickly and start pushing towers.
Team fights are pretty simple. It's tough to initiate against a zephyr with 3 healers. There's not much cc aside from puppet so I suggest using zephyr to bait. As long as he soaks up some nukes puppet can put out a lot of damage. This team goes for counter-initiation rather than ganking.
- Long Lane
- Short Lane
Balp and Jera both get mana rings, then the whole team can just wreck towers and never return to base.
for bot hellbourne/top legion, Slow, healheal = raped (Against melee carry)
///// w/e good disabler/ganker/nuker
for the lulz or :P