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Proof about dota strategy and why games are won...

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Forum » General Discussion » Proof about dota strategy and why games are won... 8 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Vhailor » November 3, 2013 1:47am | Report
If you look up match ID 369378313 you will find that the radiant had 71 kills, and the dire had 48. That's a gap of 23 kills. Guess who won the match? You don't have to watch the replay if you want, just view the results screen.

Victory is achieved through taking towers..... and loss is achieved through failing to defend towers. Whatever details may fall in between are irrelevant if this fact is neglected.

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Permalink | Quote | PM | +Rep by Peppo_oPaccio » November 3, 2013 1:58am | Report
That's not true. A strategy that focuses on pushing usually lacks of experience for its team; while if you focus on farming and turtling, even after you lose a few towers you can recover with your farmed carry. Add a bunch of kills for the turtling team and they will probably win unless you manage to make it last less than 40 minutes.

Basically, what I'm saying is that the pushing strategy is very powerful, but not always effective. If I had to play like that, I would first make sure that:
  • I actually have split pushers in the team (Prophet, Tinker, Dragon Knight and so on)
  • The enemy team doesn't have many counterpush abilities
  • The enemy team rarely uses TP scrolls (in pubs)

Especially if they don't use TP scrolls, the pushing strategy wins games in a second even with just a split pusher and not a full pushing-oriented team.

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Permalink | Quote | PM | +Rep by PiNG- » November 4, 2013 9:57pm | Report

That's not true. A strategy that focuses on pushing usually lacks of experience for its team; while if you focus on farming and turtling, even after you lose a few towers you can recover with your farmed carry. Add a bunch of kills for the turtling team and they will probably win unless you manage to make it last less than 40 minutes.

Basically, what I'm saying is that the pushing strategy is very powerful, but not always effective. If I had to play like that, I would first make sure that:
  • I actually have split pushers in the team (Prophet, Tinker, Dragon Knight and so on)
  • The enemy team doesn't have many counterpush abilities
  • The enemy team rarely uses TP scrolls (in pubs)

Especially if they don't use TP scrolls, the pushing strategy wins games in a second even with just a split pusher and not a full pushing-oriented team.


This.... This is why Dota matches are won, being able to decrypt the weakness of their strategy and forcing them to commit to their plan or retreat to defend.

Pushing strategies tend to work alot especially if you're a warlock who is middle. You should be able to obtain a scepter by 11 minutes and take barracks by 20 to secure a win. This strategy is what i've been practing on my smurf which tends to work very nice as long as my team is able to follow up and not stray too far behind.

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Permalink | Quote | PM | +Rep by xCO2 » November 4, 2013 11:56pm | Report
Vhailor wrote:

Victory is achieved through taking towers...and loss is achieved through failing to defend towers.



That's not true...while if you focus on farming and turtling, even after you lose a few towers you can recover with your farmed carry.


What does turtling rely on?

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Permalink | Quote | PM | +Rep by Hades4u » November 5, 2013 4:13am | Report
Even Alliance said, you don't have to get kills to win, you have to destroy the ancient to win, it does not matter if you give a kill or two if you are taking down towers and the enemy base, they proved this in game 5 at The International 3 Grand Final, where they were way behind and they still won by taking down Na`Vi's ancient.
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Permalink | Quote | PM | +Rep by samukobo » November 5, 2013 5:00am | Report
Exactly. Killing aids a lot in winning games, but it doesn't matter if you can't destroy the enemy ancient faster.

Also, the WB match between Na'Vi and Alliance also proves that pushing is not an unbeatable strategy. In 15 minutes, Na'Vi got all of Alliance's tier 1s and 2s, while Alliance still won because Na'Vi could not gank LodA's Alchemist, allowing him to farm up and beat their team.
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Permalink | Quote | PM | +Rep by Sando » November 5, 2013 5:03am | Report
It's...complicated. No one thing will definitely win games - bar killing their ancient. You can gank and push the other team senseless in the early-mid game, but still lose later on if you can't drive home the advantage. Late game it's very possible to turn it around if you can win one team fight and have the damage output to quickly push a lane through and take their ancient before they can respawn.
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Permalink | Quote | PM | +Rep by Atlas » November 5, 2013 6:54am | Report
Statistically having the most kills will win you the game, however, in certain situations, it becomes hard to anything regarding a push, especially when you have a big teamfight team and the enemy has Natures Prophet. If the game goes to longer than 45 minutes you really can't afford to move out of your base unless the prophet is down. There are many strategies, and I guess most people weren't around or just don't remember the TI1 push strat, and that followed even months after TI1. It revolved around dominating early game with kills and getting towers so that their carries are behind your team, even if you don't have a carry. Which is why I hate in pubs if we don't have a carry team will freak out if I don't want to pick a carry, they aren't needed to win a game, if you're skillful enough you can just win the early game.

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