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Updated flex slots to extra slots, changed rune to powerup and added Geist to section that talks about healbane usefulness. |
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== Objectives == | == Objectives == | ||
Taking down Objectives is crucial to unlocking [[ | Taking down Objectives is crucial to unlocking [[Extra Slots]], gain more Souls for the entire team and earn control of the map, thus gaining a tactical advantage over the enemy. | ||
It's important to find the opportunity to unlock | It's important to find the opportunity to unlock Extra Slots as soon as possible. For example, if one [[Guardian|Guardian]] is down at the end of Laning Phase, it's usually more advantageous for the team to take down a second Guardian than try to attack [[Walker|Walkers]], as the second Guardian unlocks an Extra Slot. | ||
=== Secondary Objectives === | === Secondary Objectives === | ||
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=== Map Knowledge === | === Map Knowledge === | ||
Knowledge of the [[Map|Map's]] layout. This includes, but is not limited to, [[Cosmic Veil]] locations, | Knowledge of the [[Map|Map's]] layout. This includes, but is not limited to, [[Cosmic Veil]] locations, [[Powerup]] locations, and [[Teleporter]] locations. | ||
=== Rotations === | === Rotations === | ||
The process of traversing one part of the map to enter another. '''Rotation''' can be related to concepts such as ganking or roaming. Terminology from DOTA 2 calls ganking in the art of appearing from a fog of the jungle to surprise - and potentially kill - enemies, but '''rotations''' are more broad and are | The process of traversing one part of the map to enter another. '''Rotation''' can be related to concepts such as ganking or roaming. Terminology from DOTA 2 calls ganking in the art of appearing from a fog of the jungle to surprise - and potentially kill - enemies, but '''rotations''' are more broad and are related to creating space in different lanes and related concepts. | ||
=== Movement === | === Movement === | ||
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* {{ItemIcon|Metal Skin}}, {{ItemIcon|Return Fire}}, {{ItemIcon|Battle Vest}}, {{ItemIcon|Weapon Shielding}}, and {{ItemIcon|Bullet Resilience}} are effective against heroes who deal high burst weapon damage, such as {{PageRef|Haze}} and {{PageRef|Vyper}}. | * {{ItemIcon|Metal Skin}}, {{ItemIcon|Return Fire}}, {{ItemIcon|Battle Vest}}, {{ItemIcon|Weapon Shielding}}, and {{ItemIcon|Bullet Resilience}} are effective against heroes who deal high burst weapon damage, such as {{PageRef|Haze}} and {{PageRef|Vyper}}. | ||
* {{ItemIcon|Healbane}}, {{ItemIcon|Decay}} and {{ItemIcon|Toxic Bullets}} are effective against heroes with strong healing abilities, such as {{PageRef|Abrams}} and {{PageRef|Shiv}}. | * {{ItemIcon|Healbane}}, {{ItemIcon|Decay}} and {{ItemIcon|Toxic Bullets}} are effective against heroes with strong healing abilities, such as {{PageRef|Abrams}}, {{PageRef|Lady Geist}}, and {{PageRef|Shiv}}. | ||
* {{ItemIcon|Slowing Hex}} is effective against heroes who rely on movement-based abilities, such as {{PageRef|Vindicta}}, {{PageRef|Grey Talon}}, {{PageRef|Holliday}}, and [[Slowing_Hex#Heroes_with_abilities_that_are_silenced_by_Slowing_Hex|others.]] | * {{ItemIcon|Slowing Hex}} is effective against heroes who rely on movement-based abilities, such as {{PageRef|Vindicta}}, {{PageRef|Grey Talon}}, {{PageRef|Holliday}}, and [[Slowing_Hex#Heroes_with_abilities_that_are_silenced_by_Slowing_Hex|others.]] | ||