In professional play, you’ll also see the occasional support/carry combo in the middle lane. Almost any champion that wants to get gold, but can stand being in a lane without a support, qualifies for the middle lane.ĭota 2: The lane roles in Dota 2 are less rigid than in LoL, which leads to a wider range of heroes that can go mid some want to farm, others want to get early kills, and a few want nothing but to deny the enemy mid as much gold and experience as possible by harassing them with attacks and spells until they need to leave the lane. They’re like Mages and Marksmen but need to be active in securing kills in the early game to turn a bout to their favor. League of Legends: The middle-laner in LoL is a fusion of the support and carry roles: They rely mostly on spells to deal damage but need to farm gold to stay relevant throughout the match. Image Credit: YouTube Middle lane: The playmakers Support heroes in HotS use their abilities to help their team with healing and temporary stat bonuses. Because they don’t have buy items, heroes in any role can focus more on their spells and gaining levels, which should suit most support players just fine. Heroes of the Storm: Supports don’t have it as rough in HotS as they do in other MOBAs. They are also responsible for “stacking” neutral creeps around the map for the carries, which means they’ll get more gold from them later on. They’re crucial in the early stages but tend to take a backseat later on.ĭota 2: Supports play a similar role here as they do in LoL, except they’re poorer by comparison and have a more extensive grocery list: wards, smoke to help ambush enemies, and dust to reveal invisible heroes. They also do all of the shopping for map-revealing wards and relinquish gold so the Marksmen can buy all the cool items. League of Legends: In LoL, supports play babysitter they take care of their Marksmen and make sure they don’t get into trouble while they’re still too weak to take care of themselves. Instead, every hero who can deal damage is a threat, and this means a match centers on fighting as a team more than LoL or Dota 2. HotS classifies heroes who focus on damaging enemies as Assassins. Heroes of the Storm: Carries don’t have to worry about their lower health pool early or falling behind in gold. Still, some heroes carry better than others and should get as much of the gold as possible, so you’ll see most games fall into the same rhythms they do in LoL. Later, the match will hinge on them, and they can’t afford to fall behind the enemy carries.ĭota 2: Just about every hero benefits from getting lots of gold - even tried-and-true supports like Jakiro can turn themselves into something formidable in the late game if they farm. They should focus on farming enough to the exclusion of almost anything else and let others do the heavy lifting. Has 2 charges.Early in the game, both need to focus on killing enemy minions that spawn on both sides every few seconds and meet between towers (these are “creeps”) to get gold (this action is “farming”). Leaping Strike (R2) - Mana: 50 / Charge Cooldown / 30 Seconds – Leap over an enemy, slowing them by 80% for 0.35 seconds and attacking for 379 damage. Thornwood Vine (R1) - Mana: 35 / Charge Cooldown / 15 Seconds – Hurl a spear that deals 243 damage to all enemies in a line. Every additional application increases the duration by 3 seconds, up to a maximum of 9 seconds.ĭryad’s Swiftness (Z) - You move 20% faster by leaping short distances. Nature’s Toxin (Trait) - Your Basic Attacks and damaging Abilities poison their target, dealing 45 damage a second for 3 seconds. Wisp (E) - Mana: 50 – Cooldown / 45 Seconds / Spawn a Wisp to scout an area. Noxious Blossom (Q) - Mana: 60 / Cooldown: 8 Seconds / After 0.5 seconds, cause an area to explode with pollen dealing 166 damage.Ĭrippling Spores (W) - Mana: 40 / Cooldown: 12 Seconds / Enemies currently afflicted by Nature’s Toxin have its duration increased by 3 seconds and are slowed by 40% decaying over 3 seconds.
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