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Non-Pro Picks?

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Forum » Theory Crafting » Non-Pro Picks? 33 posts - page 4 of 4
Permalink | Quote | PM | +Rep by Smuggels » April 15, 2014 9:54pm | Report
meta atm is trend oriented > agree

axe is seeing more play > agree/somewhat ... in pubs he seems to be in every ******** match, so far only somewhat in pro matches.

Lycan i think is now semi balanced personally, his howl and wolves may seem to be slightly op atm due to the minor buffs but he still is countered by good strat. though i admit his laning presence has been improved which allows him to transition quicker.

undying > honestly i also feel that with a small buff to strength gain or a slight buff to his ulti he will become a nice solid pick. But atm he seems to do well in lane and ive seen him picked in pro games, not consistently mind you, but he does get picked so i doubt a buff will be any time soon.

i just watched a Disrupter picked in a semi-pro game and he was picked 5th ... 4 melee in opposing team... he played quite aggressive but there was a lot of baiting through bottle necks into kinetic field ... awesome to watch :)

I WILL DESTROY YOU ALL.... WITH FLUFFY BUNNIES


Smuggels

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Permalink | Quote | PM | +Rep by Thenickrick » April 23, 2014 12:14pm | Report
Dp would rape the kotl lol can't even compete. In fact I think any mid hero could beat him. Only lane presence is his super obvious wave, and a inconsistent mana drain or stun.

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Permalink | Quote | PM | +Rep by Smuggels » April 24, 2014 1:47am | Report
so i can see people doubt the KOTL mid.

let me throw some Doto Science all you Non believers...

at lvl one illuminate does 200 damage ... over a 1200 distance with a 350 radius from start to finish thats the width of the lane give or take 35-45 units ... 200 damage to everything it hits. 1200 range>>this reaches from high ground your side to 380 units behind there high ground... thats a long bloody range.

yes they can see it. yes its obvious. yes they can get out of the way. but not if you use your head...

buy observer ward place on high ground just outside of tower range this allows you to see where Dp is moving to, then .... move out of vision ... simple. wait for the wave to be nearing your high ground so she would have to be either in the river or sitting just on top of the ridge if she wants to last hit. charge illuminate>>>release>>> 200 damage to wave and to dp. easy lane easy life.

now once you hit lvl 3-4 you will have sustain with chakra magic and a unreliable stun with mana leak.

now change up your play... wait till she pushes your lane right up to the tower then mana leak her since she will be within tower damage range she will definitely run, even if its just to the river... charge illuminate at this time it will be lvl 2 so it will be dealing 300 damage>>release... if she ran to the river she will get hit if she ran further she will have lost a lot of mana and most likely will be standing on her high ground maybe stunned maybe not .... illuminate will still reach her high ground ... very low dp.

by lvl 6 you will have either taken the tower or zoned her out.

i just played a Kotl mid ... against a tinker ... first blood and 7 min tower. tinker had no mana and no hp.

ever since i put kotl mid agaisnt that dp ive tried him again and again mid.

apart from escape skilled heroes he always does well ... until lvl 6-7 ... as soon as they get 6-7 i get out of lane and rotate.

KOTL is Only a Viable mid for the early lvls after that he drops off hard against more conventional mids.





in saying all that ^^^^^^

i wouldnt put kotl mid in a game that meant anything. LOL

I WILL DESTROY YOU ALL.... WITH FLUFFY BUNNIES


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