Strategy: Difference between revisionsGive feedback
On Team Composition, it mentions that Watcher's Covenant moves allies, although it's actually Air Drop that does it. |
Expanded on positioning, troop management. Fixed some incomplete sentences and removed unnecessary punctuation |
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=== Uptime === | === Uptime === | ||
Uptime relates to farm camps (either Troops or Neutrals), to advancing lanes, to harassing enemies, to taking down towers etc. Everything that doesn't make you idle and generate value could be considered uptime | Uptime relates to farm camps (either Troops or Neutrals), to advancing lanes, to harassing enemies, to taking down towers etc. Everything that doesn't make you idle and generate value could be considered uptime. | ||
=== Positioning === | === Positioning === | ||
Managing your positioning will allow you to control more space on the map, be effective in teamfights, deny enemy pushes, and utilize your hero's abilities most effectively. Controlling more area of the map increases the viable farming area for both Denizens and enemy Troopers for your team. Positioning in teamfights or in smaller skirmishes is critical, staying safe but active in the fight will allow you to apply pressure to the enemy while removing the opportunity for them to gain an advantage by killing you. | |||
=== Cover Usage === | === Cover Usage === | ||
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=== Aiming === | === Aiming === | ||
Some heroes require more accuracy and skill expression regarding aiming | Some heroes require more accuracy and skill expression regarding aiming, such as {{HeroIcon|Vindicta}}, but overall aiming is a crucial part of ''[[Deadlock]]''. | ||
=== Map Knowledge === | === Map Knowledge === | ||
Knowledge of the [[Map|Map's]] layout. This includes, but is not limited to, | Knowledge of the [[Map|Map's]] layout. This includes, but is not limited to, [[Cosmic Veil]] locations, Rune locations, and [[Teleporter]] locations. | ||
=== Rotations === | === Rotations === | ||
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=== Troop Management === | === Troop Management === | ||
* The process of killing enemy [[trooper]]s | * The process of killing enemy [[trooper]]s and '''denying''' the enemy from getting {{souls| }}[[Souls]] from their Trooper kills. | ||
* Can also be referred to as Creep Management. | * Can also be referred to as Creep Management. | ||
'''Creep/ | '''Creep/Troop denial''' is a crucial part of the game's laning phase and involves shooting the Souls of one's own trooper when they are killed. This prevents enemy laners from obtaining Soul orbs by killing troopers. Denying souls is still effective after the laning phase, as souls increase in value as the game continues. Denying souls after the lane phase grants all souls to the denier, which can be an effective way to gain more individually gain more souls if you are farming for an important item. | ||
Pushing up lanes by killing enemy Troopers spreads your team's area of control and removes farmable space from the enemy. If your team is able to control more of the map by pushing up troopers, friendly ziplines will extend and allow trooper reinforcements to help push [[Guardian|Guardians]] and [[Walker|Walkers]], further pressing your advantage. | |||