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Roaming happens early-game and involves moving between lanes,
hopefully unseen, and focusing your efforts on killing and hence
keeping down enemy heroes and allowing your allies an advantage in
their lanes. Clearly some heroes roam better than others, and these are
often those with some kind of skill which can be casted often (low
CD/manacost/both), and gets a lot of its power without levelling it to
max (as you want it to be powerful from the get-go).
To
successfully gang you need allies, the runes can also be very helpful,
and seeing as how you'll not often be tied down to a specific lane,
they'll often be at your disposal. A successful gank requires allies
and good timing. As a rule, wait until your gankee is overextended and
then strike, use your primary attack first to chip them down, then
throw a slow/stun as they start to run away to maximise the usage of
your spell. This is important as these early-game ganks can often come
down to whiskers of remaining HP so you have to squeeze every last
amount of use out of yoru spells.
Finally, manaregen, hp regen and
small advantages over your opponents in terms of items are hugely
important to all roaming heroes. As such, empty bottle is pretty much a
no-brainer, giving you the means to use yoru spells more frequently and
get the most out of any runes you discover, and in many cases early
boots of speed, perhaps even as first item, will let you get kills you
might not have otherwise gotten.
Roaming Heroes
Venomancer
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Veno is an excellent roaming hero from the very beginning of the game,
his Venomous Gale allows him amazing ganking power due to the strong
damage and the exceedingly powerful slow. Without runes Venomancer is
nasty, with runes he is often fatal. Try to wait for the opponent to
overextend themself in the lane and then strike with an ally. As you
level up you obtain an additional slow in the form of poison sting, and
more sources of damage in the levelled up Gale and Poison Nova so
veno's roaming remains potent for the most-part of the early game.
Vengeful Spirit
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Venge is another excellent roaming hero, although less powerful than
veno on the first couple of levels in general, venge's roaming power
really takes off after you obtain some more levels in stun and later
swap as well. THe fact that missile is instant damage, rather than
damage over time, and that it is a stun rather than a slow combined
with the possibility to use your stun twice in one gank because of its
low cooldown mean that venge becomes one of the most powerful
mid-earlygame roamers around. With some good warding for nether swap,
and some timely ganks, a well-played venge can devastate what might
otherwise have been powerful lanes.
Tidehunter
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Tide is very similar to venge and veno in how his roaming actually
plays out, he approaches from the back and uses gush to slow them etc.
However, he is far tougher than either of the above, and this allows
him a certain amount of leeway in his ganks. ON top of that, unlike
veno, his spell takes away armour from the opponents, and when this is
combined with the possibility of an anchor smash, tide can do and aid
in the doing of some especially potent damage. Furthermore, when Tide
hits level 6 his ultimate means that, with enough mana, you can often
ensure a kill every time it is cooled down. Mana, however, is a problem
for tide, his low intelligence mean that he struggles to regenerate
(and have a decent-sized pool of) mana, so bottle and hence runes are
very important to him. However, if you fix these flaws along with a
small amount of HP, tide can survive like this for the whole game,
meaning that once you have these problems solved you can cause havoc
all over the map.
Rogue Knight and Skeleton King
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Sven & Leoric are both similar roamers, stormbolt is used as
your ganging spell, and the main power of these heroes comes from that
spell combined with their relative fatness. A sven/Leoric had a LOT of
hp, even more when you consider that they can easily level stats early
in the game, and this means that they can dive right through yoru tower
and creeps to land two or more stormbolts early in the game, mana
permitting. Roaming for the whole game is unwise with them, as they
(particularly Skeletong King) are fairly farm-reliant, but some timely
roaming at an early-stage can give your team a strong advantage which
can be built on to achieve victory. The style is similar to that of
venge or veno.
Earthshaker
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Shaker is a fairly unorthodox but extremely powerful roaming hero in
the right hands. The key here is fissure which gains full duration and
range at level one. Early-game fights, particularly in solo lanes, are
often fairly close, and this is where shaker comes in, with a timely
fissure you can stun and cut off the escape of an enemy, netting a kill
for your ally and hopefully winning him the lane. Another important
factor is the presence of shaker in the game, while all roaming heroes
force a certain caution onto the enemies, shaker's potential impact is
so great, and his range of influence so wide that simply the fact that
he is roaming can often force the enemies to play more passively. This
can result in an ally not only getting kills but also getting freefarm
as well, and the potential impact should not be underestimated. Despite
the potential rewards, shaker is an incredibly hard hero to roam with,
fissure and hence shaker are hard to use at the best of times, but in
this case you don't have the safety blanket of farming up a blink
dagger and hence your ulti to fall back on. A roaming shaker is a naked
shaker, you're playing with your skills and your allies abilities
alone. Furthermore, shaker has unusually high manademands for a roaming
hero; both bottle and clarities are highly important in making sure
that you have the mana to actually have an impact in ganks.
Juggernaut
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Jugger is a fairly simple, albeit challenging, roaming hero. He
relies on the raw damage of spin to dispatch enemies early game.
Clearly he has no stun or slow here, and although his innately high
movespeed, and possibly early boots, can help him to a certain extent,
using an allied disabler/slower is advisable to make the most out of
jugger. A shadowstrike or a Shakle can allow you to get off a full
blade spin on an enemy hero which, in almost all cases, will net you an
early kill. Jugger should not spend the whole of the early-game
roaming, as unlike most other heroes mentioned, he is a genuinely
powerful lategamer and some effort should be given to getting items to
take advantage of that. However, he is fortunate in that bladespin not
only allows him to kill stuff, but also means that, with a supply of
mana, he can take out whole creepwaves and neutral camps in one go
making for easy farming inbetween ganks.
Priestess of the Moon
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PotM is very rarely used as an out and out roamer but is a role a
skilled potm is more than capable of fulfilling. Her ganking power
revolves around her arrow, a perfect, long-ranged arrow is unrivalled
in stun-duration early-game, permitting 5 seconds of PotM and her
allies beating on an enemy. However, hitting these arrows as a PotM who
is simply laning can be a challenge as the enemy can quite easily
anticipate them. If, however, that PotM is roaming around the map, the
arrows can be far more difficult to dodge, firstly because the enemies
won't know the PotM's location, and secondly because of the more varied
directions from which they can come. Because of her massive area of
influence and potential a roaming PotM will have a similar effect to a
roaming shaker in that she will force the enemies to play in a
different, more cautious way. It is important to remember that, as
PotM, although you have great ganking ability, at some stage in the
early-game she must get some farming and levelling done, it is
important to have every single one of your spells maxed out, and this
will mean that some levels will be needed at some stage. Therefore,
unlike some of the mentioned heroes you cannot afford to spend all of
your time roaming. Fortunately, Starfall gives you some leeway here.
[You must be registered and logged in to see this image.]
Note: The techniques described here work best when playing with
an organized team or allies that you trust. However, assisting your
allies and going out of your way to benefit the team is appreciated at
all levels of play! Do a good turn for your ally in a public game, save
him from certain death, he might return the favor when it counts most.
The "Greater Good" Role
A well-functioning team needs people in many roles, like those who
gank actively around the map and those who farm items for lategame. One
of the most key roles to the team's success can be a good supporting
player, one who opts to make their plays for the overall benefit to
their team, rather than in an effort to get the biggest items possible
for themself. While it might sound boring to let someone else get the
glory, there's actually a lot involved in being a quality support
player.
Who Plays Support?
The best support heroes are generally casters that do not need many
items in order to fulfill their role in combat. For example, the
Warlock is a classic support hero, since he has a large amount of
health and mana by default and all of his skills are incredibly
effective on their own, he does not require large items to back them
up. Other casters like Lich, Lina, and Crystal Maiden also often fall
into this role. It really depends what heroes are on your team, the one
that needs items the least should generally take the biggest part in
the supporting role.
Couriers
Any good team needs a chicken from the start! Don't hesistate to buy
one and share it with them, they will appreciate it immensely. It takes
a lot of time to walk back to the base to buy items, having a Chicken
available means that your entire team can stay in their lanes longer
and keep the pressure up on your opponents. The Flying Courier upgrade
is incredibly useful as well, as it dramatically reduces the transport
time. If your chicken is seeing a lot of use, grab the upgrade,
everyone will thank you for it!
Wards
While map control via Warding is a whole topic in itself, remember
that Wards cost money, so somebody has to step up and buy them. If
you've got some gold to spare, grabbing the team a pack of Wards is a
great investment. If it saves just one ally from one gank, the pack has
already paid for itself. Also, Wards often have to be placed in
dangerous territory, so the hero that goes to set them is at a good bit
of risk. Chances are, the hero sent to place them will be the heavy
support, as they are the most expendible, but it can't hurt to convince
an ally or two to come with you for safety.
Participation
The most enjoyable part of being a support hero is that you'll get
to be in nearly every fight for the entire game. That's a lot of action
and certainly more than most of the other players on your team will get
to see. Keep an eye on your minimap and a Town Portal Scroll on your
hero at all times, if you see that your allies are getting into a
fight, immediately teleport to join them. Nothing turns a 2v2 battle
around like a third hero teleporting in to help. If you show up to lots
of fights, your team will win lots of fights, which leads to good
things all-around. This is one of the most important aspects of being a
support hero -- while you can ask your allies to chip in and help you
buy Couriers or Wards, but there is no substitute for you being an
active presence in combat. Active and alert support heroes win games,
learn it, love it, play by it.
Baiting
Some opponents can be cautious and hard to gank, but it's often hard
for people to resist the urge of taking what looks like an easy kill.
Acting foolish and wandering into enemy territory "alone" can be an
excellent lure. Ask a couple of allies to lurk in the woods near you,
when the enemies come to take you out, throw everything you've got at
them and then watch your allies clean up. It's a bit dangerous for you,
but with some practice, it's not too difficult to survive. Remember,
even if you die, if your allies pick up a couple of kills in exchange,
trades like that will win your team the game.
Self Sacrifice
Sometimes things just go badly. It's going to happen, nothing that
can be done about it. If you're with an ally and both of you get
ganked, try to get a realistic grip on the situation. Does it look like
both of you can survive? If not, figure out which of you needs to
survive the most. If that's your ally, do everything you can to save
them. Jump back into the gankers, disable one of them, block another
one, then perhaps try to make an escape in a completely different
direction. It's not too difficult to be enough of a distraction to let
your ally escape. So the next time you get into a tight spot, don't
blindly keep thinking, "I've got to escape no matter what," because a
suicidal move on your part might save an couple of your allies and be a
huge benefit to your team.
Roaming happens early-game and involves moving between lanes,
hopefully unseen, and focusing your efforts on killing and hence
keeping down enemy heroes and allowing your allies an advantage in
their lanes. Clearly some heroes roam better than others, and these are
often those with some kind of skill which can be casted often (low
CD/manacost/both), and gets a lot of its power without levelling it to
max (as you want it to be powerful from the get-go).
To
successfully gang you need allies, the runes can also be very helpful,
and seeing as how you'll not often be tied down to a specific lane,
they'll often be at your disposal. A successful gank requires allies
and good timing. As a rule, wait until your gankee is overextended and
then strike, use your primary attack first to chip them down, then
throw a slow/stun as they start to run away to maximise the usage of
your spell. This is important as these early-game ganks can often come
down to whiskers of remaining HP so you have to squeeze every last
amount of use out of yoru spells.
Finally, manaregen, hp regen and
small advantages over your opponents in terms of items are hugely
important to all roaming heroes. As such, empty bottle is pretty much a
no-brainer, giving you the means to use yoru spells more frequently and
get the most out of any runes you discover, and in many cases early
boots of speed, perhaps even as first item, will let you get kills you
might not have otherwise gotten.
Roaming Heroes
Venomancer
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Veno is an excellent roaming hero from the very beginning of the game,
his Venomous Gale allows him amazing ganking power due to the strong
damage and the exceedingly powerful slow. Without runes Venomancer is
nasty, with runes he is often fatal. Try to wait for the opponent to
overextend themself in the lane and then strike with an ally. As you
level up you obtain an additional slow in the form of poison sting, and
more sources of damage in the levelled up Gale and Poison Nova so
veno's roaming remains potent for the most-part of the early game.
Vengeful Spirit
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Venge is another excellent roaming hero, although less powerful than
veno on the first couple of levels in general, venge's roaming power
really takes off after you obtain some more levels in stun and later
swap as well. THe fact that missile is instant damage, rather than
damage over time, and that it is a stun rather than a slow combined
with the possibility to use your stun twice in one gank because of its
low cooldown mean that venge becomes one of the most powerful
mid-earlygame roamers around. With some good warding for nether swap,
and some timely ganks, a well-played venge can devastate what might
otherwise have been powerful lanes.
Tidehunter
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Tide is very similar to venge and veno in how his roaming actually
plays out, he approaches from the back and uses gush to slow them etc.
However, he is far tougher than either of the above, and this allows
him a certain amount of leeway in his ganks. ON top of that, unlike
veno, his spell takes away armour from the opponents, and when this is
combined with the possibility of an anchor smash, tide can do and aid
in the doing of some especially potent damage. Furthermore, when Tide
hits level 6 his ultimate means that, with enough mana, you can often
ensure a kill every time it is cooled down. Mana, however, is a problem
for tide, his low intelligence mean that he struggles to regenerate
(and have a decent-sized pool of) mana, so bottle and hence runes are
very important to him. However, if you fix these flaws along with a
small amount of HP, tide can survive like this for the whole game,
meaning that once you have these problems solved you can cause havoc
all over the map.
Rogue Knight and Skeleton King
[You must be registered and logged in to see this image.]
Sven & Leoric are both similar roamers, stormbolt is used as
your ganging spell, and the main power of these heroes comes from that
spell combined with their relative fatness. A sven/Leoric had a LOT of
hp, even more when you consider that they can easily level stats early
in the game, and this means that they can dive right through yoru tower
and creeps to land two or more stormbolts early in the game, mana
permitting. Roaming for the whole game is unwise with them, as they
(particularly Skeletong King) are fairly farm-reliant, but some timely
roaming at an early-stage can give your team a strong advantage which
can be built on to achieve victory. The style is similar to that of
venge or veno.
Earthshaker
[You must be registered and logged in to see this image.]
Shaker is a fairly unorthodox but extremely powerful roaming hero in
the right hands. The key here is fissure which gains full duration and
range at level one. Early-game fights, particularly in solo lanes, are
often fairly close, and this is where shaker comes in, with a timely
fissure you can stun and cut off the escape of an enemy, netting a kill
for your ally and hopefully winning him the lane. Another important
factor is the presence of shaker in the game, while all roaming heroes
force a certain caution onto the enemies, shaker's potential impact is
so great, and his range of influence so wide that simply the fact that
he is roaming can often force the enemies to play more passively. This
can result in an ally not only getting kills but also getting freefarm
as well, and the potential impact should not be underestimated. Despite
the potential rewards, shaker is an incredibly hard hero to roam with,
fissure and hence shaker are hard to use at the best of times, but in
this case you don't have the safety blanket of farming up a blink
dagger and hence your ulti to fall back on. A roaming shaker is a naked
shaker, you're playing with your skills and your allies abilities
alone. Furthermore, shaker has unusually high manademands for a roaming
hero; both bottle and clarities are highly important in making sure
that you have the mana to actually have an impact in ganks.
Juggernaut
[You must be registered and logged in to see this image.]
Jugger is a fairly simple, albeit challenging, roaming hero. He
relies on the raw damage of spin to dispatch enemies early game.
Clearly he has no stun or slow here, and although his innately high
movespeed, and possibly early boots, can help him to a certain extent,
using an allied disabler/slower is advisable to make the most out of
jugger. A shadowstrike or a Shakle can allow you to get off a full
blade spin on an enemy hero which, in almost all cases, will net you an
early kill. Jugger should not spend the whole of the early-game
roaming, as unlike most other heroes mentioned, he is a genuinely
powerful lategamer and some effort should be given to getting items to
take advantage of that. However, he is fortunate in that bladespin not
only allows him to kill stuff, but also means that, with a supply of
mana, he can take out whole creepwaves and neutral camps in one go
making for easy farming inbetween ganks.
Priestess of the Moon
[You must be registered and logged in to see this image.]
PotM is very rarely used as an out and out roamer but is a role a
skilled potm is more than capable of fulfilling. Her ganking power
revolves around her arrow, a perfect, long-ranged arrow is unrivalled
in stun-duration early-game, permitting 5 seconds of PotM and her
allies beating on an enemy. However, hitting these arrows as a PotM who
is simply laning can be a challenge as the enemy can quite easily
anticipate them. If, however, that PotM is roaming around the map, the
arrows can be far more difficult to dodge, firstly because the enemies
won't know the PotM's location, and secondly because of the more varied
directions from which they can come. Because of her massive area of
influence and potential a roaming PotM will have a similar effect to a
roaming shaker in that she will force the enemies to play in a
different, more cautious way. It is important to remember that, as
PotM, although you have great ganking ability, at some stage in the
early-game she must get some farming and levelling done, it is
important to have every single one of your spells maxed out, and this
will mean that some levels will be needed at some stage. Therefore,
unlike some of the mentioned heroes you cannot afford to spend all of
your time roaming. Fortunately, Starfall gives you some leeway here.
[You must be registered and logged in to see this image.]
Note: The techniques described here work best when playing with
an organized team or allies that you trust. However, assisting your
allies and going out of your way to benefit the team is appreciated at
all levels of play! Do a good turn for your ally in a public game, save
him from certain death, he might return the favor when it counts most.
The "Greater Good" Role
A well-functioning team needs people in many roles, like those who
gank actively around the map and those who farm items for lategame. One
of the most key roles to the team's success can be a good supporting
player, one who opts to make their plays for the overall benefit to
their team, rather than in an effort to get the biggest items possible
for themself. While it might sound boring to let someone else get the
glory, there's actually a lot involved in being a quality support
player.
Who Plays Support?
The best support heroes are generally casters that do not need many
items in order to fulfill their role in combat. For example, the
Warlock is a classic support hero, since he has a large amount of
health and mana by default and all of his skills are incredibly
effective on their own, he does not require large items to back them
up. Other casters like Lich, Lina, and Crystal Maiden also often fall
into this role. It really depends what heroes are on your team, the one
that needs items the least should generally take the biggest part in
the supporting role.
Couriers
Any good team needs a chicken from the start! Don't hesistate to buy
one and share it with them, they will appreciate it immensely. It takes
a lot of time to walk back to the base to buy items, having a Chicken
available means that your entire team can stay in their lanes longer
and keep the pressure up on your opponents. The Flying Courier upgrade
is incredibly useful as well, as it dramatically reduces the transport
time. If your chicken is seeing a lot of use, grab the upgrade,
everyone will thank you for it!
Wards
While map control via Warding is a whole topic in itself, remember
that Wards cost money, so somebody has to step up and buy them. If
you've got some gold to spare, grabbing the team a pack of Wards is a
great investment. If it saves just one ally from one gank, the pack has
already paid for itself. Also, Wards often have to be placed in
dangerous territory, so the hero that goes to set them is at a good bit
of risk. Chances are, the hero sent to place them will be the heavy
support, as they are the most expendible, but it can't hurt to convince
an ally or two to come with you for safety.
Participation
The most enjoyable part of being a support hero is that you'll get
to be in nearly every fight for the entire game. That's a lot of action
and certainly more than most of the other players on your team will get
to see. Keep an eye on your minimap and a Town Portal Scroll on your
hero at all times, if you see that your allies are getting into a
fight, immediately teleport to join them. Nothing turns a 2v2 battle
around like a third hero teleporting in to help. If you show up to lots
of fights, your team will win lots of fights, which leads to good
things all-around. This is one of the most important aspects of being a
support hero -- while you can ask your allies to chip in and help you
buy Couriers or Wards, but there is no substitute for you being an
active presence in combat. Active and alert support heroes win games,
learn it, love it, play by it.
Baiting
Some opponents can be cautious and hard to gank, but it's often hard
for people to resist the urge of taking what looks like an easy kill.
Acting foolish and wandering into enemy territory "alone" can be an
excellent lure. Ask a couple of allies to lurk in the woods near you,
when the enemies come to take you out, throw everything you've got at
them and then watch your allies clean up. It's a bit dangerous for you,
but with some practice, it's not too difficult to survive. Remember,
even if you die, if your allies pick up a couple of kills in exchange,
trades like that will win your team the game.
Self Sacrifice
Sometimes things just go badly. It's going to happen, nothing that
can be done about it. If you're with an ally and both of you get
ganked, try to get a realistic grip on the situation. Does it look like
both of you can survive? If not, figure out which of you needs to
survive the most. If that's your ally, do everything you can to save
them. Jump back into the gankers, disable one of them, block another
one, then perhaps try to make an escape in a completely different
direction. It's not too difficult to be enough of a distraction to let
your ally escape. So the next time you get into a tight spot, don't
blindly keep thinking, "I've got to escape no matter what," because a
suicidal move on your part might save an couple of your allies and be a
huge benefit to your team.
Last edited by -cS^sWiTcHFooT on Thu Dec 24, 2009 6:13 pm; edited 2 times in total