Tag: push

LoL: The push strat

Heimer doing some jungling.It can get a little boring running the same teamfight strategy over and over, so I like to switch things up. Lately I’ve been running a heavy push strat with a couple friends, and though we’ve been taking our time learning it’s still been a lot of fun. Here’s a quick run down of a few of your options.

When you’re going for a push strat you want to have at least one tower down under the five minute mark, but preferably a second if you can manage it. Your team comp focuses on early game durability and push. When four people surprise push a lane it’s very hard to counter without a lot of ports or quick action. Alistar is a must for keeping creep waves healed and his ability to rip up a turret. You should also take Sivir along for obvious reasons. Personally, we’ve been rolling with a Heimerdinger as well to keep up the push. He is great at mowing down minion waves to set things up. From there it’s pretty much your pick. Janna is great for AOE crowd control on your opponent and her AOE heal can grant you some extra push time. You can take Warwick then for his global attack speed buff or Taric for heals/aura and Radiance for pushing.

I’ve not tried a game with Taric yet, but the Warwick game does seem to work well. I’m planning to try Taric at some point this evening and I’ll drop some comments when I know a little more.

As for summoner spells, you need to have a few rally flags for the early game push. It keeps everyone healed up and gives you the extra damage you need to push. Taking Clarity and Heal can also keep a push alive. Basically you want your mid toon, in this case Heimer, to push the opponent back to turret. At level three you rush four people middle to take the first turret and the second if you have the health. Then it’s back to lane for farming and leveling until you have a minion wave prepped to take another turret.

If you can get an inhibitor down in 15 minutes you’ve done your job. The super minions are extremely difficult to manage at low levels which forces the other team to clear them, giving you the time to push at will. In the end it’s all about coordination. If you communicate well and move as a team you should be able to give your opponent a painful game.

LoL: The state of Heimerdinger

Heimerdinger.I had a nine-game winning streak going just the other day. Nine games. It was great to look at my summoner profile and see so much green. Unfortunately the tenth game I drew a 20-minute 0-6 Taric. You can imagine how things went from there. I decided to end my quest for the elusive ten-game streak and go on a Heimerdinger bender. Here’s what I found out.

As great as Heimer used to be in mid, he was always easily shut down. The old turret system required too much time to be effective and was easy to counter. You were also dead if you left those turrets for any reason. Now things are different. The ability to drop red turrets at will gives you great DPS if you’re in a pinch and allows you to set up lanes much more quickly.

I like to start off mid by alternating turrets and rockets. I’ve had a little trouble with some of the ranged DPS, but once you get to level four you can push minions back easily and place turrets as you will. I tend to bury mine in creeps to make them a little harder to target and keep them close enough to attack as many enemy creeps as possible. By level five you should be pressing your opponent to his tower with little trouble. Start watching for ganks – they’ll be coming if the other team is intelligent.

From there you’re just trying to burn down that mid turret. I can easily take a turret before the ten minute mark. If your opponent leaves you alone, keep pushing. Encourage your teammates to join you if you can. I recently had a game in which I had aegis by the eight minute mark. We were knocking down the nexus before 19. It was insane.

For teamfights you should be trying to stay out of the mix. You want to be dropping as many turrets as possible for both the damage and the MR/AR reduction and the potential slow. Whatever you do, do not underestimate that slow. It will save your ass. It will save your team. It will get you kills.

As it stands, Heimer is an excellent pusher. I think he’s a great candidate for heavy AP builds, but I really prefer to run around blowing up turrets at level 5. If you were a Heimer fan in the past, give the new version a shot. I’d be shocked if you didn’t like it.

LoL: Power of the push

Nexus go boom.Yesterday’s post was about the importance of team coordination and the simple fact that playing a premade can save you a lot of headaches. Today, I wanted to cover something that’s easy to overlook in a game you’re dominating: pushing.

You probably know the story well. You drew a good lanemate and the gods that be have matched you against a scrubby Twitch. Within ten minutes your team has ten kills to the other team’s one and you have all the outer turrets pushed. You would keep ganking but your opponent has virtually disappeared off the map, appearing only to defend a tower. Before you know it you’re 35 minutes into what looked like a quick surrender, and you’re starting to get pushed back. A few of your teammates got greedy and lost some killing spree gold to enemy turrets. By 45 minutes, you’re staring a loss in the face and there’s little to be done. Communication has completely broken down and your team is dying in groups of two or three, leaving the towers sorely lacking defense. By 55 minutes it’s a blowout, and you’re stuck wondering how the game turned on you and blaming anyone with a name you can quickly type.

This is probably the most frustrating loss in the game, and it’s really a symptom that separates the good teams from the bad. Regardless of how well your early game went, you need to keep pushing, intelligently. The reason your team got ahead in the early game was smart play. You weren’t tower diving for kills. You weren’t lingering in lane with five MIAs. You were playing smart, and you need to continue to do so to win the game.

Most teams that suffer this sort of loss neglect the three lane dynamic. They’ll constantly push one lane while the others are driven to their own towers. Then, if the push fails, the other team turns to capitalize on the death timer. Pushing inner turrets takes planning. If you see two teammates about to cross river mid for inner turret, push bottom up. When the other team attempts to defend, they’ll likely defend with 2-3 against the smaller force. That’s when you collapse with your remaining three teammates and push that mid inner turret. If your opponent sends all 5 to defend that mid tower, have your teammates retreat while you continue to push bottom and take a chunk out of the turret. Remember, the only turrets that regenerate are at the Nexus, so any damage done is progress.

If you find the other team is trying to turtle, focusing on team wipes to stay in the game, get out into the woods. Get yourself some buffs and take dragon down. If your opponent is particularly cautious, don’t be afraid to take Baron. When you’re ready, push with 3-4 teammates in one lane while the others do the same in a separate lane. The pronged attack forces the weaker team to split up, increasing their disadvantage.

Whatever the case, don’t give up an early lead because you were greedy for kills. You got the lead by playing smart and, as your ELO rises, you can only hope to keep that lead by sustaining that intelligent playstyle.

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