Advanced version of first descript
3: Always have a mechanic in your completed draft kit.
As fundamentally explained earlier, a walking tincan with bolstering power is not a threat. As the power is 90% of the time missplaced hence wont pay out when the time comes.
This can usually be quick fixed by getting either Lothars or Blink dagger to enter the frame in a quick manner.
With manuevrability you pose a great threat with your influence in early game and depending on farm + mid/late game potential even a greater one.
As goes in early game, any thing goes as majority of all heroes are weak in that stage making nukes a supreme tactic for snowballing.
With that said, having an infuelntial or disabling spell such as Storm Bolt, Time Walk or Trample allows you to control the enemies pace of play and force them into positions that are less favourable to them.
If not, you are able to grab the chance for a kill in a moment of weakness or bad positioning. In proffesional games most games decide the victor by these criterias.
- Getting the jump on them with a massively influental spell such as Black Hole, Echo Slam, Chronosphere and dish out the damage.
In order for that classic and solid game ender to happen, you need both mobility and control. These two comes in smaller packages that can decide the flow of the game right from the start of the game and not just for game enders. In a less efficent drafting method, you can exclude all controling abilities for having more mobility, as long as you have the power to kill players uncontested makes either of these 2 factors redundant but still beneficial.
By not having any mobility aside walking demands that you have control instead in order for you to have influence.
- Either the fight comes to you and you keep it there or you take it to them and keep it up their asses as they are intent to flee.
* Mobility favours ganking while control favours pushing.
These as well are in a balance gauge towards eachother as Damage output is towards control. A bit of a conflict from previous posts but albeit true.
If you can move in to destroy players at will vs punish others for engaging you and destroying them in the process is what counts with this topic. This assumes that you have the damage output before either of these 2 types of influence becomes relevant / essential.
Stuns are preferable above the inferior mechanics as Silence and Slow. Stuns however pays the price by having a shorter duration.
If you have a clear goal what your build must achieve, slows and silences are ocationally more beneficial than a simple Disable-Nuke.
Silences and Snares for example are nichГ©d control spells that lasts longer for one game mechanic (movement, casting) with an increased duration.
- Ensnare ignores Magic immunity by being a physical spell which makes it an ideal counter for Shapeshift or standard Blinks.
In some cases you can combine 2 inferior control spells to achieve a better effect than 2 simple stun skills.
- Ensnare + Smoke Screen -> Gives you a trapped target in the cloud for roughly 5 seconds. Do note that their inventory is free to use, hence easily countered by Manta Style or Ghost Staff.
In other cases you can combine control with mobility to decide the game flow for your opponent. With Waveform + Leap + Flaming Lasso.
This combo allows you to engage for damage with Waveform, Stun the target and drag it back to where you came from. Ideally you have team mates nearby who can help you kill the lasso'd target.
Long story short: Depending on how much damage output you have versus control and mobility decides if you are a carry or support as far as drafting goes.
I also need to mention that < Permenent Invisibility > is a useless pick as it only grants cloak. Other cloak skills at least provides unitwalking, movement speed and/or damage on break.
Hence making it an exception to previous mentioned points as it doesnt allow you to jump people. Fog of war matters more than cloaking. Ergo other stealth / mobility skills are more favourable.
End of point 3: Advanced /indepth explenation.
- Sincerely, Whiteboard.
GG humanity, as always.