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Kotl + tree = unkillable carry - spam those spells
True, but tree's shield/heal is global - trilane isn't even necessary, so he can shield the carry from the offlane and mess with the enemy jungler (if there is one).
I don't see why there is even a need for a Hard Carry, after all, you can win with Early-Mid Game Heroes if you're aggressive right from the start, although I agree you need at least a Semi-Carry who provides a lot of Pushing/Ganking. You just need to go for a win at the 20-30 minute mark with an Aggressive Tri-Lane if you don't pick a Hard Carry.
This is also true - in my experience, higher-level matches are more likely to lack standard hard carries altogether (whereas low level matches have 2-3 per team), and this is definitely true for competitive as well. The issue is that with a push-heavy lineup (and you shouldn't be able to win by 30 without one, unless the other team messes up via bad picks or bad play) is that if you don't win early you probably won't win at all. That being said, I feel like gank-and-push-hard games are much more enjoyable than the "wait for the carry to get fat" strategy (since I don't often play carry).
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jawbreaker261
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Steam: jawbreaker261