The Tri-Lane
It became popular a while ago, and is still considered a fairly common strategy in the pro scene. This lane setup's main purpose is to give your carry the safest farm possible. To do this, you send two supports with a carry into the safelane (the long lane, bottom for Radiant, Top for Dire). The jobs of the two supports are to harass the enemy (be it one, two or three heroes), pull creeps from neutral camps to keep the lane from pushing to the enemy tower and the most important task, protecting the carry. This lane is usually sustained for the first 10 minutes or so of the game. After that the supports will usually start roaming to go gank other lanes. Remember that a support in this kind of setup would usually get little to no farm, and any cash that you might acquire is spent on support items such as wards.
The Solo Offlane aka Suicide Lane
The Offlane is used when you have a Tri-Lane on the opposite lane. Mostly its used on the Hardlane(the short lane, Top for Radiant, Bottom of Dire).
Its aptly called the suicide lane, because you are usually set against two or three enemy heroes (the enemy's dual or tri-lane), and have a high chance to die. Because of this, there is a set choice of heroes that work the best. Usually those that can farm from far away or safely ( Nature's Prophet's Treants or Dark Seer's Ion Shell), or that has an escape( Mirana with Leap, or Bounty Hunter's Shadow Walk. The main purpose of this lane is to hold the line. Try to farm, gain levels, and keep the enemy from pushing the tower. And doing all this without dying. It's a pretty hard job, but with the right hero its usually not too bad.
Other honorable mentions;
- The dual-mid lane, used when you have a ganking team that needs good mobility and works well together such as Io and Chaos Knight. This lane makes it hard for the solo mid to get last hits, thus reducing their farm. This does leave your Hard Carry with only one support, but when you choose a good babysitter hero with a stun, its usually enough to have him safely farm.
- The aggressive Tri-lane, which has your Tri-lane stationed against the enemy Tri-lane by going to the hardlane. This is generally meant for a hero trio that synergizes well enough together for early kills and pushing.
- I've once seen a four-pusher strategy on the hard-lane, with the carry farming bot and nobody on mid for the initial laning phase. It worked surprisingly well, and ended with them stomping us by winning the game just past the 20 minute mark. Not used in Meta as far as I know.
If you have any other interesting lane-strategies, questions or comments, don't hesitate to post them below.
Thanks for reading. ;)
Roaming is the main reason why I love supporting, even in pubs: just get another guy, use the Smoke of Deceit and they will follow you everywhere because they don't know what to do when smoked; hopefully you will be able to get some kills and maybe a tower. It's even more fun with friends: People should support more often!
Totally agree.I still play a mean Vengeful Spirit every now and then,and I find that she is one of the best roamers in the game,given the Smoke of Deceit or a proper rune(inv/haste usually does the trick).The medium range stun with good damage and the armor decreasing shout will make sure that almost any enemy goes bonkers.
And yeah, didn't mention warding on the hardlane.
Roaming is fun indeed when you can synchronize via voice chat.
Thanks for reading and commenting!
- Personally I think tri-lanes need to get kills to be truly effective, otherwise the loss of levels makes it a very delicate trade off with the guaranteed carry farm.
- Good hero choice and warding is essential when on a solo hard lane.
- Roaming can be good fun if you have a friend on comms, setup the lanes with 3 solo-capable heroes, and then have 2 heroes with good early game stuns/nukes visiting their jungle and various lanes to say HI :). If it works, it's devastating. If you fail, it's still devastating, but mainly to your team :).