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Winrates in pubs are meaningless, they're effectively telling you how brainless and hard to screw up a hero is. This is why top winrates tend to be seen on simple one-button heroes like WK, or tanky healers like omni/necro/abba.
6.79 Earth Spirit, who was the very definition of broken, had only a ~40% winrate during that period. Because as broken as he was, he still took a decent amount of skill and judgment to use properly.
Arguing that those five give 100% winrate is like arguing that if Spectre has any levels in Dispersion she is unkillable.
You deal 100% of her HP as damage. Due to the passive, she has 22% of her HP left. So then you deal her lethal damage again. And she's at 22% of what she was before. This goes on as she has increasingly less HP but you can't actually kill her because every time you deal 100% of her current HP as damage, 22% of it remains.
There are two kinds of people in the world; those who can count, and those who can't.
Arguing that those five give 100% winrate is like arguing that if Spectre has any levels in Dispersion she is unkillable.
You deal 100% of her HP as damage. Due to the passive, she has 22% of her HP left. So then you deal her lethal damage again. And she's at 22% of what she was before. This goes on as she has increasingly less HP but you can't actually kill her because every time you deal 100% of her current HP as damage, 22% of it remains.
I'd say there are two types of teams who can easily win under proper conditions. First one is a team with balanced strategy potential: pushing, teamfighting, ganking, early-mid-late game, farming, etc. however isn't exceptionally good at any of them, playing the game nice and slow, balancing offence with defence and reaching the win steadily. Second one is the one that relies heavily on one of the aspects to end the game as fast as possible before they are countered, most of the time this team will initiate and play aggressively, hard to sustain against this team early game. Or they could play defensively trying to reach late game, so they re easy to shut down early. This team is more of the first one. Great tankiness and survivability overall in each one of them, good teamfight potential, fast XP and gold gain and really easy to pull off ganks, also good def/push potential. However this team can't cope with constant SPLIT pushing as individually they are a bag of durable meat. Split push early, disrupt their farm and they are useless late game.
My dream team is Legion Commander safe lane, Omniknight safe lane, Queen of Pain mid, Silencer offlane, Nature's Prophet jungle. Having late game secured with LC and Silencer, early game and ganking with QoP and NP, teamfight potential with QoP, Omni and Silencer, push with NP and QoP. Generally a mobile and versatile team with some sick combos, but can be countered with heavy disablers and can be outfarmed.
The reason why Shadow Shaman is op are his Mass Serpent Ward are pretty good. If they want to nerf him, I think increasing level 1 mana cost and reducing level 3 mana cost would be fine. This can change him as he will need Arcane Boots badly and never going to be hard support again at mid game, he will be kicked out at ease from current meta. That is my suggestion to Icefrog and Valve. Or just leave him alone for a later patch, especially Razor and other heroes. please do not remake their skills unless it's a buff for non-pro scene heroes. The patch should be best for everyone without being disheartened for their favorite heroes..
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