The player is always part of it. But honestly, only solo mid doesn't have as much in common with any other role during the laning phase. Outside of that, it is largely based on the player's ability and the set of heroes they excel with.
The hero needs to have traits like (at least one of these):
Survivability
Ability to find farm
- From a distance
- Using an alternative mechanism (e.g. ancient stacks)
- Via catching up with spells (e.g. Bounty Hunter Track)
- Being able to abandon lane and jungle if needed (e.g. Batrider)
- Pulling lane creeps (e.g. Lone Druid, Nature's Prophet)
Ability to 1v1
Dependence on XP over Gold
Ability to make something happen when they get a key level or item
- e.g. Clockwerk rotates with ult
- e.g. Centaur Warrunner becomes a huge threat with Blink
- e.g. Nyx Assassin
Ability to push fast when 1v1 or left alone (e.g. Broodmother)
Not every hero is as good in all situations.
Some examples:
- Dark Seer can have trouble with Doom since Doom can Devour the Ion Shelled creep
- Dark Seer can have issues with Disruptor and Shadow Demon as well because it is hard to use Surge successfully
- Clinkz is terrible in 3v1 situations (he can solo safelane against 3, but it isn't ideal), but excels in 1v1 offlane
- Puck is good against most trilanes if they player is good, but can get owned by stuns
- Timbersaw is similar to Puck in that stuns will kill him
- Elder Titan is easier to play on Radiant because of the structure of the lane and the access to the pull camp (via cutting down a tree)
- Timbersaw will generally beat any STR hero 1v1 in offlane
- Bounty Hunter usually does well against Weaver
- Lone Druid will beat Weaver if pooled Sentires
- Lich can stall a lane's farm, but will lose the lane if they push
- Beastmaster can offlane decently well if he can stack ancients, but if they ward the ancients he has no recovery mechanism and must rely on last hitting with his Boar
Generally you default to Defensive Trilane.
Aggro Trilane is done in situations like
- you need to absolutely shut down their carry
- they have a weak lane and you can punish it
- your team is higher skill
Dual Mid is done in situations like
- You have some pair like Io + Tiny where you want to guarantee them farm and XP, while simultaneously shutting down their mid
- Some people believe these should be run more often, especially since carry and semi-carry mids are popular in 6.81
2-1-2 is done in situations like
- You cannot face their aggro tri and your lineup can benefit from the XP spread or similar
- You have a strong dual lane that can put pressure on their defensive trilane (e.g. Abaddon + Weaver )
Jungle Trilane is done in situations like
- You want to maximize XP and gold
- You can get away with being greedy
- You want to push early or gank early (having a jungler pressures mid and offlane because they do not know where you are or when you'll attack)
- You want to give your lane support more access to starting gold (i.e. a hero like Chen can buy Wards, Courier, and Sentries while still being effective)
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