After I've used my spells and the right-click contest has begun, what else do I do in a team fight as a carry?
Using
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- Poke with
Lucent Beam while I wait for initiation
- When someone initiates, run in then
Black King Bar and
Manta Style and right click the closest non-tank until enemy creep wave is gone.
- Use ultimate and keep right clicking while standing still.
- If I get low, try to run away and most likely die anyway. If enemy tries to run,
Lucent Beam them to stop them.
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Bonus question:
If we're defending T3 and a teammate gets drawn out of high ground, I should probably just let them die and try our best to defend 4v5. However, what if the rest of my team runs into that lost fight? Is it better to stay alive and try to defend 1v5 or get a couple of kills and hope our barracks can survive against 3 enemies?
It depends on the carry you're playing. For someone like
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Other carries like
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General advice: Does your team have an initiator that is tanky, can soak up damage, or can die easily without being a huge loss to the teamfight like
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For example, it's not always best to right click the closest non-tank if your target is a
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You shouldn't really be standing still, particularly with a relatively fragile ranged hero like
Luna. Pay attention to what's going on around you and react accordingly.
For example if the enemy melee carry is standing there whacking you, kite him (unless it looks like you're killing him faster than he can kill you) - run away until he stops chasing, and then turn around and hit him again.
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If your target is trying to run, decide whether it's worth chasing them down or switching target - be flexible, and don't feel like you have to keep on the same target until they die. If chasing them down is going to take time or they might just get away, it's often better to switch.
Try to focus your damage on a single target - if your team are communicative, maybe decide who you should focus beforehand. If you're attacking one guy and everyone else is killing another, switch - it's more efficient to kill single targets quickly than multiple targets slowly.
Your ultimate on
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Try to judge how the fight is going and react early - if you're losing, start to back up before you get wiped. If you're winning, start positioning more aggressively to chase down stragglers.
...while I wait for initiationOn a related note, this is probably part of your problem. A common mistake in pubs is for everyone to group up somewhere and mill around waiting for a fight to happen. Eventually someone initiates, and you fight. There are two major problems with this:
- You waste time that could be spent farming or pushing, particularly if all of your team are present and some of the enemy heroes are not.
- You give the other team time to prepare for the fight, rather than forcing them into a situation you've chosen.
- You risk letting the other team take the initiative - particularly in low level pubs, whichever side initiates often wins the fight.
Bonus question:
You need to use your judgement - if you get team-wiped and the enemy are still in reasonable shape to push, then your barracks are dead. However at the same time, you probably won't make much difference defending them solo against the full enemy team. You can pull creep aggro off your buildings with
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Ask yourself how much of a difference you'll make by joining the fight - can you turn it around? If not, can you do enough damage to make continuing their push un-viable? If you die, do you have buyback? If you're not improving your chances of keeping the rax alive, then don't go in.
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