Sidequests, Radars, Circles

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Thanks to Samurai Gamers for the images, especially the Antaris Battlefield Map.


This is a supplementary blog for sidequests that was mentioned on my Tower Defense guide.

This is by no means a definitive guide for roaming.  I just wrote about some things to consider when planning on doing so.   Another thing, this is for laners and not dedicated roamers or supports whose [MAIN QUEST] is not to clear lanes.  If you want a support guide, I’d recommend following ALG Rest.


I’ve mentioned in the Tower Defense blog that as a laner, your [MAIN QUEST] is to clear waves and protect your tower.  Once completed, it’s time to do some sidequests.

“Yay!  Sounds fun!  Gimme some sidequests right now!”

Okay, first, you have to look at the minimap.  

“Uhm, that’s no fun. Imma go back pwning noobs.  GG, stay thirsty, scrub!”

RADAR 

The minimap is the most important yet most often ignored part of the HUD.  I can’t comprehend why people can read and even respond to chat but don’t bother to look at the map.  It gives a lot of vital information on what’s happening around.  Try playing Diablo 2 and explore the entirety of Kurast without a minimap and see what happens.  I remember a friend once playing Metal Gear (Snakeeater IIRC) for the first time.  He used the hardest setting which doesn’t have a minimap.  He died in the first few minutes of the game, mistaking an alligator for driftwood.  On every game that has a minimap, it is a valuable resource.  AoV is no different.

The minimap shows all allied units and structures and also the neutral jungle creeps. This will also show all enemy and neutral jungle creeps within your allied unit and structures’ field of vision.  It’s easier to spot opponents on the minimap since they will immediately be shown once they enter allied line of sight whereas when just focusing on the main screen, there is a chance that you might miss them.  When moving around, I usually just focus on the map, like using a radar, and just check the main screen when there’s a “bleep”.  Keeping track of opponents is more convenient on the minimap.  This is particularly helpful if you are monitoring threats that you want to isolate from your carry.  Some skills can also be easier to land when focused on the minimap (i.e., Superman’s flight mode skills – I kinda imagine that I’m piloting a missile).  

Using the minimap, one can easily monitor towers and defend the ones which are compromised.  Many times I’ve experienced games being won or lost just by sneaky pushes, which should not be the case if only one is properly observing map.

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With just a glance, we were able to get this amount of info and that took only 2 secs – even shorter than an Arum ult!  And guess what? You can avoid Arum by looking at the minimap!

The minimap is a vital resource. It’s free and available anytime you look at the screen (which you’re doing always anyway) and I can’t think of any reason why you shouldn’t use it.

After clearing the wave and looking at the minimap, you might ask yourself, “so what’s next?”

SMALL CIRCLES, BIG CIRCLE

After looking at the minimap, imagine a circle around your turret that marks your safe area.  Imagine an even bigger circle that encompasses your tower and the enemy tower, with the lane being the focal centerpoint.  That would be the “soft roam” circle.  This is an area where you’ll frequent when you “roam” or leave your lane.  

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The yellow circles on the diagram below indicate control areas where most actions take place, especially early game.  “Soft roaming” is a term I use to describe moving inside these yellow circles.  “Hard roaming” is going out of the yellow circle or even going inter-circle.  All heroes can do soft roams, even immobile ones, but not all can do hard roams without losing lane farm.

When we think of sidequests, the first thing that would possibly come into mind is roaming.  Roaming is simply leaving your designated lane in order to perform a task, i.e. helping a teammate or taking jungle creep, or simply providing vision.  Sometimes you’re already roaming and you’re not even aware of it.

What is a successful roam?

Contrary to popular belief, roaming doesn’t always equate to ganking.  Even obtaining a vital information in the map constitutes a good roam.  Being able to pinpoint the enemy jungler’s location, especially in AoV where there are no wards, opens up a lot of tactical possibilities.

Can all heroes roam?

Technically, all heroes can  but not all should.  Good roamers are mobile and have fast waveclears.  This would enable them to accomplish the [MAIN MISSION] and then go for available sidequests around the map.  This is the reason why control mages aren’t that popular compared to assassin mages even though they have fast clears and better cc for potential ganks.  Mobility is far too important to minimize the chances of losing farm.  It also reduces the risk of being ambushed while on the way to an objective.

Soft Roaming

This is the type of roaming that all heroes can do since you’re just staying within the proximity of the lane.  As said above, most of the time, you’ve always been doing this without even realizing it.

To easily grasp the concept, imagine you’re in a gang and you were given  a small area (green circle/turret) as a hideout.  Your goal is to control a part of a town (big yellow circle) as your own turf.  Unfortunately, you’re sharing the area with a rival gang who also wants the area too, so for now you’re settling with half but eventually you want to have all of it.  Of course, you want no enemy in your half so you’ll always keep it clear of intruders.  Also, you’ll never let anyone in the rival gang mess with anyone in your gang  Not in your house.  There are small businesses too (neutral jungle creeps) within the vicinity.  Will you let a rival gang get into them first?  Of course not (most especially the seagles on the sidelanes which not only gives gold and exp but also vision of the opposing jungle). 

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From the above description, this is your to-do list to maintain your turf and get control of the block:

  1. Protect your tower [MAIN GOAL]
  2. Take down enemy turf [MAIN GOAL]
  3. Clear creep waves [MAIN GOAL]
  4. Help allies in danger (sidequest)
  5. Secure neutral creeps/jungle (sidequest)

Your #1 goal is still to protect your tower since losing this will make you lose your “command center” thus automatically losing control of the yellow circle.  Helping allies too is of utmost priority in soft roams.  Unless you risk losing your tower in the process, it’s understandable to stop clearing waves in order to save a teammate since you can return to them immediately anyway.

What about the rival gangleader?

Any competent gangleader will never let his rival get even a foothold of his territory.  Eventually, rivals will need to be eliminated for you to accomplish your goal of securing the turf since they’re most probably in your way.  Then, why isn’t assassinating a rival leader included in the list of important stuff?

Because it’s just a means to an end.  Not The Goal.  Just an inconvenience.  That’s why, you should only force an enemy hero kill if he/she is preventing you from doing your checklist.  Are the enemy heroes preventing your siege? Take em down.  Are they trying to steal the buffs/dragon/slayer from you? Take em down.  Are they in the range of threatening your turrets? Take em down.  Are they in the process of killing your allies?  Take em down.   But after taking them down, you’ll go back to the task at handRemember that your goal for killing is not the kill itself but the objectives.  So, don’t chase kills.  Just don’t.  It really irks me that people run halfway across the map for kills but can’t do the same for their turrets.  Never ever trade your turret for a kill.  Doing so means sacrificing your primary objective to a thing not even on the list.

Before going for a kill, ask yourself first what can we get after killing the enemy?  You should be able to take advantage of the situation and get something, after all you’re using resources to take something down.

…and is the risk worth the reward?  As already mentioned, make sure that the reward for killing is worth the amount of your expenditures.  If you needed to burn 3 ultimates and 3 talents in order to kill 1 enemy hero and lost a teammate in the process only to get a small creep, you’re doing something wrong.  Worst even is burning the same amount with no return of investment.  If you’re thinking of the hero kill bounty, remember that killing a hero also raises your bounty as well.  So if you got a huge bounty on your head by killing heroes and didn’t get objectives in the process and then got shutdown in the end, you’ve just given gold to the enemy and had no return of investment.

Again, you’ll have to look at the minimap to assess for better risk assessment as there might be enemy heroes converging towards your direction.

Mastery of soft roaming gives your team control of  a designated territory.  Unless risking giving a double kill to the enemy, ALWAYS prioritize helping a teammate in danger within your yellow circle, even over farm.  Remember that letting the enemy get kills will get them ahead of you, not only in gold but in levels as well, which will make it hard for you to contest for objectives.

Let’s say you’ve cleared the lane, the enemy laner is recuperating after the savage beating that he received from you, and you look at your circle and there’s nothing else to do.  Your waves are far, far off from the midline and you want to kill time.

The Hard Roam

If you feel you’ve grown too large for your pond, it’s time to look elsewhere for bigger prey.  Hardroaming gives you access to the red circles (large neutrals, including golems, dragon/s, and slayer) around the map.  You can also go to your other team circles to provide assistance.  When doing a hardroam, be sure to clear your lanes and check for incoming waves.  You can then estimate if you can perform a roam outside of your yellow circle and make it back in time for the waves.  Always remember to make it back in time as it’s often not worth it to lose control of the yellow circle just for a hard roam.  As a gangster, you also have to be a good businessman and always look for the best return of investments.

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Here we can see that the enemy Valhein is in their tower, the Maloch also hugging top tower, while the Slimz and Payna duobot is dealing with Batman and Taara.  The fifth enemy hero is nowhere in sight.  Take note that it’s 1:55 and the enemy jungler might have an ult by now if able to do a full clear.  Even if I’m using a hero with roam potential, the risk of running into a level 4 jungler is still high.  It’s better to just wait it out a bit and ping teammates, especially top, to warn of possible gank

Before doing a hardroam, ask yourself first “am I capable?”; second would be “what is my aim?”  third is “would I make it in time? ” and again, last would be “is it worth the risk?”

Using the above screencap, we can say that Yorn is not really capable of doing a hard roam.  He has nothing much to offer except for giving numbers advntage to the team.  With his poor mobility, it’s uncertain that he can make it in time to help (might make it for a cleanup).  Overall, it’s just too risky for him to go, especially with the enemy jungler missing.  He might end up getting ambushed on the way and with the enemy Valhein in mid, things can easily go bad if Yorn gets caught.  If Yorn in the above scenario is replaced by let’s say Arthur, he might even be able to do a quick hard roam without having to lose much in the process.

Ganking

Ganking is simply defined as flanking an enemy to gang up on him (gang-flank, hence gank).   This is probably the most popular roaming objective as when a laner roams, it’s usually to gank other lanes.  It’s almost a rule of thumb to do this on overextended enemy laners to relieve pressure from that lane or to help open up more options in the map.  For example, if dragon is up, you can gank the nearby enemy laner so they won’t be able to contest your target objective.  If the objective is a tower, you can perform a “tower dive” or ganking an enemy under his/her turret and then try to take tower afterwards.

What is a successful gank?

A gank can already be considered successful if you are able to relieve pressure from a teammate without losing much resources (no deaths, no missed waves).  A perfect gank is when you’re able to take down the target hero and secure whatever goal you had in mind.  If you’re doing a saving gank (goal is to relieve pressure/save turret), then you don’t necessarily need to be able to take a turret or a jungle monster.  If you’re not able to make it in time to save a teammate or a turret, you can still of course kill the enemy hero for a retaliation gank.  It’s more of cutting off some of the losses instead of gaining an advantage.  A saving/retaliation gank can be turned into an advantage though if there are options open within the area.  After a successful gank, always check the minimap for objectives that you can take afterwards.

Sometimes you won’t be able to get a takedown on a gank.  If a target escapes and will take a lot of effort to chase down, just let it escape and again, look for the minimap for any salvageable objectives.  Don’t chase kills especially into a fog of war.  Focus on more easily achievable objectives.  Would you give up your dreams for a girl that is not even remotely interested in you?  That’s what you’re doing if you are chasing kills.

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Let’s say your target escape and you weren’t able to take any objective from the map, is the gank a fail?  It’s hard to say actually.  The best part of a gank in my opinion is not the kill itself but the psychological effect that it gives to your opponent.  It’s just like sending a message that you’re watching him/her.  Still, surviving repeated ganks may send a message to the target that “you’re not strong enough” and might make them brute force their way if that’s really the case.  I could say a gank is a failure if you weren’t able to acquire anything then lost something in the process, like waves, turret, or even an ally.

Some tips on ganking (these are actually no-brainers but I’ve seen players still making these mistakes)

  • Don’t gank when there’s a creep wave crashing on your turret.  Your teammate might not even be ready to help you if you’d proceed.  But get ready to immediately enter the fight if the enemy decides to dive your teammate and be sure that the enemy has tower aggro.
  • Don’t forget to look at the map and survey the area.
  • Don’t gank if the enemy is in an advantageous position, unless you’re doing a saving gank.  If doing so, don’t try to force a kill.  Your aim is to save a teammate so disengage is your primary goal here.
  • Don’t be hasty.  Wait for the enemy to be in fight mode.
  • Don’t run directly to your target. Try to cut its escape route instead.

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For gank receivers, it’s usually your responsibility to start the gank.  Yes.  Not the ganker.  You.  You are responsible for making your opponent “commit” to the fight.  If the opponent is not committed, he/she can easily escape.  It is your duty to make the opponent enter “fight mode.”  Most of the time, I see laners spamming attack ping to gankers while they are too far to respond.  Remember, the ganker is doing you a favor.  Don’t be an entitled prick.

Control mages arguably would be the deadliest gankers. Unfortunately, they are severely burdened by their lack of mobility that just leaving their soft roam spots will put them in a risk.  They are the best gank receivers though.  They can also perform fake ganks to unwary opposing laners.

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Red arrows indicate possible enemy pathing.  Hoping they will use the YOLO path.

Again, as I’ve stressed for the umpteenth time, ganking as it’s simply killing an opponent, should have a game-changing goal in mind.  It’s merely a means of getting an advantage against your opponent.  Mindless ganking usually just leads to a team deathmatch which is not the victory condition.

CONCLUSION

Sidequests are means of obtaining an advantage over your opponents, be it buffs, gold, or plain terrain.  Focusing on towers is still the victory condition of the game.  Still, it’s best to maximize all the resources in the map as they can help to ease the burden of forcing towers.  Again, as I’ve already mentioned, this post is not a definitive guide for roaming or ganking, just some insights from a scrub.  It’s best to watch and observe pro games in order to get a better grasp of the subject.

I hope you gained something from this.  As with my other post, I enjoyed making this too.  Again, see ya in the Antaris Fields.  Observe.  Formulate.  Adapt.


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The Tower Defense Mentality

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For more guides, please drop by the Academy.  Also, visit SquirrelNation to discuss AoV-related stuff or just chill with other players.

Thanks to Samurai Gamers for game infos.

UPDATED:  09/13/2018, added more info on Pushing section, some diagrams.


I am by no means an expert in AoV.  In fact, my micro is almost nonexistent that I can’t get used to “Minions and Towers” in controls. 

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See?

I know you’re wondering why you’d pay attention to a guide written by another scrub. Don’t worry I’m wondering about that too.

As I’ve already mentioned, I’m just a scrub and my highest rank is platinum 4 which I reached by playing “tower defense”, and like good old tower defense, I just focused on three important things:

  1. Keep eyes on the map.
  2. Focus on objectives.
  3. Clear minion waves.

If a scrub like me can reach plat with just these 3 basic facts, imagine what a non-micro-challenged player like you could accomplish. Perhaps you’re even destined to be a Conqueror!

EYES ON THE PRIZE MAP

In tower defense, you need information about the incoming waves in order to plan ahead. In AoV, there are three lanes to defend. You’re usually tasked to protect one in the beginning of the game but you’re still responsible for the other lanes. There is no “YOUR LANE” here; there’s only “OUR LANES” since the entire team will lose eventually if a lane loses terribly.  This makes it a lot more complex with a lot of variables thrown in unlike in regular tower defense where you just focus on incoming waves.  Map awareness plays an important role in maintaining your lanes.  Being able to track enemy movement in the map provides vital information on what they might be intending to do, and of course, proper rotations cannot be accomplished without looking at the map.

OBJECTIVES, OBJECTIVES, OBJECTIVES

Towers
Unlike tower defense where you only have to defend your tower and survive, you have to take down opposing towers and core in order to win. Towers are important not just for gold (and for winning) but for map control too.  First, they provide vision in a large area.  Since there are no wards in the game, the only way gain vision is through the scout bird and allied units – structures, minions, and heroes.  You get denied a large vision radius when you lose a tower.  Second, they act as stop valves to limit enemy movement through your part of the map.  They act as some sort of garrison where heroes usually go for safety.  For more information about how turrets work, check Samurai Gamers.

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*Minion crash dive* – a League term which simply means a tower dive against an opponent which is timed the moment your creep wave “crashes” onto the enemy tower.  A successful dive can easily result in a kill and a tower takedown.

As the screencaps show, towers are tougher in the first 3 minutes of the game.  Still, they can be vulnerable and may fall to multiple minion waves when left undefended.  Force pushing a tower under 3 minutes is not advised though.  This will be further tackled later in the article.

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Jungle
The jungle provides not only gold but buffs too. These buffs give significant advantage and must be controlled.

The most contested objective early game would be the Abyssal Dragon (even in pro scenes) as it provides a significant amount of gold to the team.  Arguably, it’s almost more important than towers as early source of gold since towers will eventually fall anyway and will just provide one time gold reward unlike the dragon that can be killed again when it spawns.

It’s pretty common to see even in ranked games some players focusing too much in killing heroes instead of objectives.  Remember, heroes are just glorified minions. Killing them won’t win you the game.  Taking down towers (including core, of course) will. We’re playing tower defense here, not team deathmatch.

DO THE WAVES

Clearing waves is the main focus in tower defense games so it’s common sense that in AoV, we should focus on the same. Not only we’d save our tower from destruction doing so but we also gain a substantial amount of gold which we need in getting items. Compared to hero kills, creeps are better steady sources of gold and clearing them should be prioritized.  As I’ve said, heroes are just glorified minions that only need to be taken down if they’re denying you the objective of killing a tower or taking a buff, or is a danger to the structural integrity of your base.  It’s silly to just chase an enemy hero just to get a kill only to get collapsed on by the enemy team.  Creep waves won’t bait you so stick to them.

MINION PHYSICS 101:  PUSHING AND PULLING

With wave clearing comes the concept of pushing and pulling, so what are these?

Pulling  refes to aggro-ing a creep and luring it away from its normal “territory” (monsters),  or tracks (minions), hence the term pulling.

Creep pulling is usually done on large jungle monsters to “reset” them. For sidelaners, always pull the buff golem where your jungler is not starting. This may not totally prevent an invade but may buy enough time for your team to collapse on the enemy.

Lane minions can be pulled too but there is not much tactical benefit that can be achieved from this. This is naturally done when proxying and/or stealth pushing.

Pushing refers to advancing in a lane, with or without minions, with the goal of taking down an enemy tower.

When to push?
It’s a common sense to always have a pushing lane.  You don’t necessarily need to join your creep wave in doing so.  All you have to do is CLEAR THE MINION WAVE.  This will allow your lane to push.  Maintaining a pushing minion wave will allow you to have better lane vision.  The deeper the push, the deeper your creeps can go  and the deeper the vision that they can provide.  With wider lane vision, all you have to do is to try to control the enemy jungle camps.

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Successful turret takedown gives you better map control as shown.  Still, map control in the highlighted areas would depend on how your teaam would move around the map.  You’re just granted more vision since towers act as a stop valve to limit enemy map control

Although pushing is an integral part of the game, forcing it especially in early stages (where tower has higher defense) is not advisable, as I’ve said above. It’s more beneficial to just let the minions push by themselves and look for close objectives nearby. The basics early game would be (1) clear your wave [MAIN QUEST], (2) look at the map for side quests.

Side quests could be: (a) nearby small jungle camp, preferably enemy camp; (b) nearest buff camp, also preferably enemy camp or help your jungler secure one; (c) a skirmish about to happen; (d) nearest lane needing help.  After finishing a side quest, always return to the MAIN QUEST.

But why don’t we force an early push if it’s so important?

Of course an early tower takedown is always welcome.  Not only it gives gold but it also gives early map control.  Still, there can be negative effects of “forcing” a push.

First, aside from gold from creeps and the tower itself, there are no rewards in just hitting a tower. With the tower having ginormous defensive stats early game, you’re wasting time that could be better spent instead in side quests.

Second, if there are no enemy heroes within the vicinity of the enemy tower, you are denying them gold and XP that they could have gotten from your minions.

Lastly, forcing a push will set you deeper into enemy territory which may likely result in the enemy collapsing on you. If you have no map control around, chances are the enemy can get a good flank.

When not to push?

But, but you said to always push!

Yes, the optimal scenario is to always have a pushing lane, but like pizza vitamins, too much of good stuff can be bad too.  If you push a lane too hard, you’re venturing deep into the enemy territory. Yes, I mentioned that pushing will give you control of a territory but that doesn’t necessarily mean that the enemy cannot punish overextending.

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As diagrammed above, a large wave can either be a “free gold” to a defending hero or a means to a victory.  Always remember that the minion wave is a resource, both for you and your opponent.  Wise use of minion waves can improve your winning chances.  You can use them to push or even bait an opposing laner into a gank to get numbers advantage to force objectives.

MORE ABOUT PUSHING

Aside from the regular siege wherein you group up, choose a lane, and force your way into the enemy base, there are other varieties of pushing but most of it revolve around split pushing.  Splitpushing is when you split (duh) your team and push two or more lanes, usually done at 1:4 with a designated split push hero.

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The cardinal rule of splitpushing is:

Focus on the minimap

I just can’t stress this enough.

don’t split push if:

  • you can’t see the enemy on the map.
  • you don’t have waveclear/tower takedown capability.  If you’re a Payna or an Alice, please just stay with your team.
  • you’re immobile
  • you don’t have map pressure and your opponents have excellent waveclear. You’re just giving them free gold

do split push:

  • if you have map pressure. Make sure though that your team will not try to fight it out, especially if your opponent has the numbers advantage
  • WITH EXTREME PRECAUTION when your teammates are securing dragon/slayer and you’re in the most distal lane. Your goal here is not to push but to show yourself in the map and attract enemy attention.
  • if you’re using a splitpush hero, i.e. Kilgroth, Omen, etc., as split push heroes are usually not that good in head to head teamfights.  They excel in just suddenly appearing and cleaning up fights.

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Splitpushing is not necessarily a means to just take a tower down.  Sometimes it’s a smokescreen for other things happening around the map.  When you see an enemy hero splitpushing and you can’t see his teammates in the map, chances are they’re taking dragon/slayer or even just lurking in a deathbrush, looking for a counter-collapse.

Also, splitpush requires good communication within the team.  Most of the time, it results to flaming in soloQ as you’ll be perceived as “not helping” when you try to split push.

Proyxing is clearing a minion wave from behind enemy towers as popularized in League by Singed.  Its main goal is to force the enemy to tank minion waves since their own waves will be cut off.  In LoL, this can be extremely backbreaking due to high minion damage.  In AoV, this is somehow limited though since creep waves are easier to clear and minion waves aren’t as painful to tank compared to League.  Also, this can only be done safely in between tier 1 and 2 turrets in the sidelanes due to the distance.

Still, it can be used tactically to attract enemy attention.  Heroes with fast clear and good mobility like Taara, Arthur, and Lubu can proxy well.

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Proxying is limited in AoV compared to LoL in terms of gimping the opposing laner.  It can still be considered though as successful proxy can give you access to the enemy jungle creeps.  It will also attract the attention of mid, support, and jungle to collapse on you.  This diversion can be used by your team to secure advantages elsewhere in the map.  

The sidebrushes (encircled orange in the screencap) in between the T1 and T2 turrets are good ambush spots.  You can sneak in with a teammate and wait for an unwary laner.  Some players won’t expect this as the towers give a sense of security, not knowing that they are in the blindspot of the towers.  Proxying is a way of abusing the towers’ blindspot.

Wave cutting is “proxying behind an enemy siege” instead of a tower. This is best done by a hero with good mobility and waveclear but poor anti-siege potential, (i.e. again Arthur, Taara). This is just a way of cutting possible minion reinforcements for the enemy team. Since sieging without minions is time consuming, this can delay a siege significantly or even force a retreat. This is better done though with a good clearing teammate guarding the tower in order to clear off the minion wave the enemy team is pushing with.

cutting
Cutting waves can allow a splitpusher to “defend” without totally giving up his/her push.

Stealth push is a term that I use to call the tactic of advancing past your own creep wave to clear the enemy waves. The aim is to hide your creep wave from the map.

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“Stealth pushing” can be effectively utilized by some mobile heroes that don’t have fast tower takedown potential.  You can do a very quick stealth push and make yourself visible to the enemy elsewhere in the map (preferably away from your stealthed wave) to make them focus attention on you to allow your giant wave to advance more.  Superman can make good use of this tactic.

STORY TIME!  There was one scenario when we were able to amass a large wave on top, 3 cannon minions IIRC.  Knowing that this will just be pwned by the enemy, I advanced through our waves and solo pushed WITHOUT minions.  My friend somehow realized what I’m intending to do and followed.  From an enemy perspective, I thought it would seem that we are tryharding to win, pushing without minions.  We were behind objectives and it would seem that we are really desperate and hardpressed.  For some unknown reason, the opponents ignored us even though we were pseudo-proxying near the high ground turret (I think they went Slayer).  It was too late for them to respond when our very large minion wave reached high ground turret. We took it down rather quickly and luckily, our Violet rushed towards top and joined to finish the game.

In  general, pushing requires good understanding of minion waves.  Training yourself in custom games will help broaden your knowledge significantly.

HERO KILLING

Yes! This is the part that you’ve been waiting for.  With all the gold that you’ve gotten from taking towers and jungle objectives plus clearing waves, your hands are probably itching to use the items that you’ve invested on.  Sorry, but I have no tips regarding this aside from the fact that every time you get a kill, you must get an objective after.  There is no need for purposeless killing.  Too many kills can backfire too as you’d give shutdown gold if ever you get slain.

I hope you’d enjoy this as much as I enjoyed writing this.  See you in the Antaris Fields and as always, observe, formulate, adapt.


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