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
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
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
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
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
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
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
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.
-source from http://www.playdota.com
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