The goal of this series is to teach players how to deal with teams that tend to win with a huge advantage the majority of games: this time we'll talk about how to counter teamfight lineups.
Welcome to the adventures of Bear Grylls's Team of Survivors!
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So, here's the draft and the item builds we wanted to go for:
Bear Grylls's Team of Survivors
Bans:
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Picks:
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Resistance is Pointless
Bans:
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Picks:
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I won't go too in-depth for our picks, I'll just list a few points:
- First stage: common bans from both sides.
- Picks:
Crystal Maiden for us was a solid pick. Then, as I saw them going for
Dark Seer and
Tidehunter (definitely off-meta Heroes) an alarm started ringing in my head. Teamfight Heroes? Okay, then I'll pick
Nature's Prophet and split push the hell out of you.
- From our side:
Magnus and
Lich, two really strong teamfight Heroes that can also disrupt NP and get early level advantage, respectively. I didn't want neither of those things to happen so I banned them.
- From their side:
Invoker and
Slardar. Invoker was pretty standard, but I don't know about Slardar. I thought they were gonna pick some invisible Heroes like BH or Nyx, but they didn't.
- Our picks:
Rubick and
Dragon Knight. Rubick can steal all those teamfight spells and DK is a strong split pusher and a good mid laner that can survive to those physical damage-based teamfight spells. They went for
Visage (very good support in my opinion) and, strangely,
Juggernaut. I guess they wanted to go for armor reduction and some survivability for counterpushing? Jug is also a good mid-game carry.
- Last bans:
Warlock and
Chaos Knight. Dunno why they banned CK (maybe because he could outcarry Jug even early on, but I highly doubt it) as we already had plenty of disables, but we went for Warlock because I didn't want that guy to start teamfights.
- Last picks: Lycanthrope and
Death Prophet, respectively. I got Lycan because my friend didn't know how to play many other Heroes and couldn't play the ones we picked (he doesn't really know how to support in a trilane, also); but in fact a Lycan can go for Vlad's, BKB (which protects him from EVERYTHING aside from DP's ulti) and then get a Necro 3, which was the core of our strategy!
Death Prophet is good for both teamfighting and pushing, but what I realize now is that she's also really good at counterpushing.
Our builds:
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Lycanthrope
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As you can see, lots of
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So, the game starts: me as
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The mid lane was fine; I think DK died once but there wasn't much difference between the creep scores, probably.
As for the bot lane: even though my friend Lycanthrope pushed and didn't get a high cs, our
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After a while, we get a kill on DS and start pushing bot: we didn't manage to destroy the tower, so I went mid and destroyed that one with the help of DK. From that point, we started to snoball out of control: they didn't carry
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What did they do wrong? First, the picks.
Picking unpredictably is key to win the early drafting phase; if you get two teamfighters, especially if they're not common in the current meta, you're shouting at your enemies "Hey, we're going teamfight, try to counter us!". On the contrary, our CM was a solid (and common) defensive pick and NP was just there because we feared they could've banned him (and we needed a good split-pusher). Their bans were "fine", as they didn't ban direct counters to their strategy (
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Second error: the playing style.
The best way to counter a split-pushing lineup is to always carry TP scrolls: always do it! The second error was the poor early pressure to towers: as they were a good 5-man team and they had a
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Third error: bad manners.
This doesn't have a big impact in the gameplay, but it still shows how childish and superficial some teams are. Having said I don't know a word of Russian aside from сука, I could still feel they were laughing at us or saying to hurry when me and my friend
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Fourth error: laning choices.
As said in the comments, since they were basically outdrafted and couldn't kill a
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In other words: do you want to see how to counter teamfight-heavy lineups? If so, watch this replay. If the enemies don't carry TP scrolls and play with little coordination and poor knowledge as supports, then you're in a really good spot.
PS: The only English word they knew was "gg": I bet they were used to say it. :D
The biggest mistake they made was their huge ego. Not banning rubick and the picks they made. If thy just picked like visage-dp-ds-jugg-tide their draft would have been much less predictable.
Agreed: even Visage-DS as first picks could've been a good option since they could've chosen to put DS mid or go for an aggressive trilane. I really don't understand those players that instapick unusual/predictable Heroes, unless they're their signature Heroes of course.
True that, but they couldn't do it in that case. As we picked CM, NP, Rubick and DK they were basically oudrafted; they could still have tried to get snowball Heroes like
Absolutely, showing your offlaner and one of your safe lane supports straight up immediately gives them a lot of information and counterpick options. If they'd picked the
Either way, as Wulfy says, they definitely should have ran an aggressive trilane - they had better early killing power and a less hard carry. Even if they'd have killed NP a few times up top it really would have done nothing much for them. As it was, BGS can easily gank
The fact that they picked the
Maybe they would have had a better chance as an agressive trilane with
I would have probably put the
As for the missing pulls/trilane support...well that's a pretty big fail right there. It's gonna be a very unlevelled lane and that trilane is utterly self defeating. It's kinda funny and kinda sad when people try to copy the pro game styles without having the basic skills to do it :/
I strongly agree with this: a trilane like that is always going to fail unless you go hard lane and leave the solo laner to the safe lane. But what made them lose that trilane really hard was the lack of stuns and setup for kills; I bet they could've killed me more than once with something to stop my
They were substantially outcarried too, so they'd set themselves up with only a brief window where they had a chance of winning the game (i.e. strong early/midgame pushing before you team BKB/farm up and destroy them).
True that, but they couldn't do it in that case. As we picked CM, NP, Rubick and DK they were basically oudrafted; they could still have tried to get snowball Heroes like
And I also wanted to add - mostly for the newer players - that you don't necessarily need a teamfight-oriented lineup to win fights; most of the time pairing your
I think the key pick there was
Team fight line ups only really work when you can take the initiative in the game and force the opposition to fight. Mixing in a strong ganker or two makes a big difference as it gives you that early game initiative and also makes split pushing considerably more dangerous.
As for the missing pulls/trilane support...well that's a pretty big fail right there. It's gonna be a very unlevelled lane and that trilane is utterly self defeating. It's kinda funny and kinda sad when people try to copy the pro game styles without having the basic skills to do it :/
+Rep for you sir ^^