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High ground fights can be a game breaker, as I have come to learn. Failure to break the high ground can lead to some massive feeding and inadvertently throwing the game. So, what heroes are best suited for the task of breaking through the high ground and coming away with victory? Granted, this may have been a more relevant topic of discussion back in 6.83 with comeback mechanics and what not, but it's still something to debate about.
Range is usually the best, a sniper can break highground rather easily, if the rest of his team is around him.
Also, if you have a bkb, or something to make you more invulnerable while hitting towers like Rage or a really good escape, you'll most likely be fine.
If you're with a team who's based around teamfight, like a tidehunter, it would be more than great to plant a ward in their base so he could blink ravage at the good time.
Having vision of them is probably the best way to not feed and throw games, in the end. As always people can give their thoughts, but I am pretty sure about myself for this matter.
Heroes who can maintain pushes and make it easy to dive are great for high ground breaking.
I would say Dazzle, because Weave makes the tower's hits tickle, and heals will keep pushes going.
Centaur Warrunner , because with Stampede, you can initiate on whoever is defending high ground, especially if it's that ****er Tinker.
Tidehunter, since he's very dominant early on and its hard to deal with his power.
Warlock, since Golems early are really hard to outfight, and fighting where you know there will be many enemies is a good way to make his spells effective.
Keeper of the Light, since he can get unobstructed vision, keep his dudes healed, and can recall his allies to battle after they get like healed.
i agree with what has already been said. Basically anything that discourages the enemy from engaging you, while pushing that tower is fine. Be it the fear of (counter)initiation from the likes of Tidehunter or Warlock, or some form of "invulnerability" like Weave or Guardian Angel.
I think that what you mean by a high ground breaker is a initiating hero that can break the stalemate and win you a big team fight at the barracks. Well there are quite a few heroes to fit this role. I will list some key heroes and the strategy they need to succeed to break high ground.
Earth Shaker is a very good initiator in these key teamfights as he can permastun the entire enemy team if your positioning is good enough. If you manage to blink in and echoslam the Magority of the enemy team the team fight can be over before it even begins. The general combo is to blink in then echoslam, enchant totem and then fissure. During this lock down your carries should get to work doing as much damage as they can. Alternatively you can fissure from the low ground then blink in and echoslam ect. This can be a safer option as you don't blink straight in to the enemy team but stun them first..
Enigma similar to earthshaker has an amazing teamfight ultimate with blackhole that will win you fights. Not only can it stun the entire opposing team but it also clumps them up for follow up spells such as Mystic Flare. In order to use Enigma effectively you should have both blink and bkb so that your channelling is not interrupted. Before the fight you will want to be sitting back or to the side while your team and your Eidelons are pushin the Tower. Watch the enemy teams movement patterns and try to find an opportunity where they are clumped up. If no opportunity arises it is ok in some situations to prioritise the carry and other big teamfight Heroes such as Magnus. Remember to bkb just beforeyou blink into the enemy team.
Last but not least is Faceless Void. Different from the others as Void is predominately a carry, however chronosphere can be game breaking when attempting to high ground. This is because void can completely disable the entire enemy team instantly and then proceed to kill them one by one. I assume that because you are pushing high ground it is late enough in the game so that void has items. If this is the case he will most likely melt through opposing carries and there supports while in chrono. Even if you only manage to kill the enemy's Sniper in chrono that is still the majority of their damage taken away before the fight begins. Leaving a 4v5 and an advantage for your team.
There are more heroes that I didn't mention such as Magnus(RP), Dark Seer(wall), Tidehunter(ravage), Warlock (chaotic offering)and even Rubick ( spell steal) but I cbf listing them all.
Remember: With these "ult heavy" teamfight heroes it is often a good idea to pick up refresher for twice the pain.
Hope I helped!
Sorry for wall of text...
I'd figure Pudge would be useful for a high ground siege, mainly as an initiator, hook someone like a Tinker or any annoying counter pusher and use Dismember to lock them down while your kills them. now, the enemy has to defend in a 4v5 situation. Not sure how it works in practice, but it sounds pretty good on paper.
Aegis is the best high ground breaker, because it lets you commit into the tower without any real risk. So long as your heroes are in position to counter initiate when they commit for a second time, it's the simple most effective way to break high ground.
Especially because if they don't commit to break he Aegis, you can just back up, heal up and go in again, and it's the same situation as before.
Essentially breaking the high ground is more about execution than hero picks in most circumstances. Even if your push is crazy strong, so long as the enemy team has alright defence, you'll still want to do this, because it's the safer play. And safer plays are usualy the best to go for whilst you are ahead, because you have less to gain for being balls to the wall.
Lone druid by far the best... Or Lycan. In terms of general strategy though, the attacking team(you guys) needs sustain. And lots of it. The longer a siege drags on, the more of a chance the defending team has of winning. Things like Mekansm and Guardian Greaves are amazing,... And aegis. Essentially anything that gives your team an advantage
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