So you should know some mechanics to control what you can. Most of your actions influence the game intermediately via your units that you can't control. In a game with indirect unit control you should know every possible way to interact with the situation. ![]() The closer to castle you build your tower the more defensive your position becomes Right before stairs - the most aggresive def Towering - depends on opponents and situation Use dd, scroll, lighting and spec buildings (statis, starfall) in heat of battle to fight through opponents defenceīuild behind the castle - for barracks not to take damage if you are pushedīuild on one lane - for enemy not starting attack 2 barracks so distant to each other so it would cost 2 rs to defīuilding against north - takes 2 steps between every building for splash of frost launcher not to workĬage building - air in middle, melle as front wall, ranged inside the cage, legs and pffensive building somewhere else Spec building in early - if you push and have 200-400 gold you can spend them on units targeted ability spec building (banish, hex, chaos tower, death pit, oracle) then you controll the ability for it to work on strong visible alone unitīuy a scroll and heal the push, u can heal twice if the first one was near your castle and the second one will be in a minute near opponent’s Siege units - build them for range damage or for making your push solid (its important when enemy has tower or lacks rs)īuild siege in cage - caging is very good for ranged units, cause it helps get enough dps for our units staying alive, it also helps destoy buildings if you caged siege unit. Income rush - if enemy bought the staff or built a tower you can exploit your income advantage by not sending units, deffing, and building cheap barracks asap, (preferably siege when against tower) Hold for regroup - when you see your wave melted before opponents highground, let them come to you and start snowballing again Hold for sync - send units synced it helps snowballing When you push it should be either 1 of these: Make opponent use rs, build a tower, buy a staff, build smth not usefull (antiair against 1-2 air barracks push) Hold from 2nd wave - if you see from the very first fight that you are losing dramaticly, you can hold to prevent feeding and wait for rs, the next action if preferably be towering or countering opponent unitsĭefensive caging - send small waves that win time for accumulating the big enough oneĭefensive mech start - send units later, repair the robot! Just sync or rs - its very important to distinguish whether hold, sync and tower will help def or not, if it won’t use rs and just send synced wave Hold for rs - spawn units syncly after rs Hold for def - less bounty for opponent, helps control where the fight goes, syncing is good for fight Snowball with tower - use tower as frontlane and send range untis for them to snowballīlast staff after towering - if you are deffing with tower and opponent has built 1 siege barrack, you can counter this unit with blast staff Towers - strong defensive building, important for unit position, can act as either front and back laneĪoe spec buildings - helps both def and off, very important since midgame Spec buildings - when you win the earlygame and pushĬages - build walls with barracks, stuck units, acummulate huge wavesĪoe - spec buildings with aoe do the most dmg nowĮconomics - build tresure chest on 50 and 100 incomes at leastĪrty - the best way to win late is to destroy opponent’s base with artyĮconomics - dont forget to build tcs on 120, 150, 180,200 gīackup - fighting on our base is more effective because we get our backup faster Strong start - good stats, abilities, sync! Snowball - 1 team has more dps in battle, so keeps growing in numbers Rounds end in midgame pretty often, but losing can be lucky enough to build some high tech units or aoe specbuilding to come back in the game, that will end it later One brave unit is lucky to get matching armor type so he starts pushing and snowballing (building up backline of the push)Īfter rs defending team should be lucky enough to get some units spawned together (synced), or eveny back will start snowball again, that will cost another rs ![]() ![]() Units don’t hold the line, they go whenever and wherever they can
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