What's the point of a trilane? First of all to try and secure freefarm for a carry, then to go get kills, or to stop the enemy carry getting farm.
Safe-lane trilanes either need kills, or at least a carry worth putting all your eggs in one basket for, ideally both.
Lately I've seen a lot of failed tri-lanes - either massively flawed execution (you wonder how they failed to get kills with the skills they had available), or really poor decisions to make one in the first place.
Case in point, I've just played two games as
Slark, who I'm trying to learn. He's a good hero, capable of surviving a tough lone solo, although much better with a support who can help him gank.
The first game, the enemy team picked a
Phantom Lancer (groan), one of my team picked
Axe to jungle, leaving me a long lane solo. As it turned out PL had
Nyx Assassin for support (well I suppose it could have been
Keeper of the Light!).
The second game, my team decided to tri-lane a
Sven (!), when the oppositio…
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