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5-man push

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Forum » New Player Help » 5-man push 5 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Bl1tzKri3eg » April 15, 2015 2:10pm | Report
I've been reading around and seen people mentioning that 5-man pushing is not really a viable strategy these days. Can anyone explain exactly why is it so? And what other strategies work well instead of 5-man push?


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Permalink | Quote | PM | +Rep by Timminatorr » April 15, 2015 2:16pm | Report
It still is, especially in pubs since teamfight is better there.

After TI4 they introduced some stuff that nerfed the 5 man deathball like glyph CD resetting and tower giving less gold, but it is still a pretty good strat to go for.
Usually on lower levels players are bad at spreading out in teamfights and preading the map. So just walking to towers with superior teamfight works very well.


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Permalink | Quote | PM | +Rep by Cuttleboss » April 15, 2015 2:25pm | Report
It's not like its never viable anymore. It's just it became from the mainstay strategy into a risky one. Still, Chen is a top pick in competitive because he's the god of deathballing.

It's been painted with a broad brush, but it's definitely not as safe as it was a few versions ago.


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Permalink | Quote | PM | +Rep by Dimonychan » April 15, 2015 2:28pm | Report
The main reason it is not as good is because 6.83 patch greatly punishes the leading tem in case it fail. Deatbhball(5 man push) teams with huge streaks on the core heroes often end up being teamwiped on enemy's highground(because it gives huge advanteage to the defending side) and while earlier you could just respawn and go go finish the job, now enemy team is awarded with a huge amound of gold for eliminating your team, especially if they killed a hero with a big kill streak. From that gold carries get their core slots, supports often become able to afford Blink Dagger or other important items and their team now becomes almost as rich and strong as yours, but they usually also much better lategame heroes(because most deatball heroes are early-mid game oriented heroes with little impact later in the game) and the deathball team finds themselves to be in a huge disadvatage after only one mistake.

Bonus glyphs after T1 destruction and reduced tower bounty also make push less effetive.

tl;dr: you get teamwiped on enemy highrouing, all your advantage goes down the drain.

AS of effective strategies, you can go with anything as long as you can ensure you won't be crushed after 40 minutes into the game.


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Permalink | Quote | PM | +Rep by Romark14 » April 15, 2015 3:20pm | Report
Most of the time when people talk about strats not being viable they mean in pro games, or 6k+ where people are really switched on.

In most pubs you can still deathball. As others have said, it is definitely weaker, and a bit more dangerous due to the rubber band, but it can work.
Dimonychan wrote:

Split-puhing <- when you do it.
Rat doto <- when enemy does it.


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