Map and Strategy#

Safe Lane Bottom lane — carry farming Top lane — carry farming
Mid Lane Even for both sides Even for both sides
Off Lane Top lane — offlane pressure Bottom lane — offlane pressure

Vision Guide In Detail#

Position Ward Type Effect
Junctions/crossroads Observer Ward Monitors multiple routes
Near towers Sentry Ward Clears enemy wards

Ward Purchase Rhythm#

Time Support Purchase Goal
0-10 minutes 4-6 wards Key vision coverage
10-20 minutes 6-10 wards Vision contests
30 minutes+ 10+ wards Full-map vision control

Vision Control Timetable#

Stage Vision Goal Priority Spots
Laning phase Mid + safe lane vision Mid high ground + river

Key Map Areas#

Area Importance Control Method
Roshan pit Very High Wards + control + kill
Mid lane Very High AWP/wards + hero control
Jungle High Junglers + wards
Junctions High Wards + hero control
Towers High Defense + pushing

Pushing Strategy#

Strategy Hero Combo Timing
Push after fights Any heroes After winning a teamfight
High-ground assault Team control + pushers Late game

High-Ground Offense and Defense#

Stage Strategy Key Points
Attacking Use vision advantage Wards + chip damage + wait for openings
Defending Use terrain advantage High-ground vision + towers + skills
Teamfight Initiate + focus Control + damage + buyback decisions
Endgame Buyback + chase Buyback calls + hunting low-health stragglers

Map Control Priority#

Priority Area Why
Very High Roshan pit Aegis decides teamfights
Very High Mid lane Control mid = control the tempo
High Enemy jungle Limits enemy farming
High Own jungle Protects your farming
Medium Junctions Vision control

Defensive Strategy In Detail#

Strategy Description When to Use
High-ground defense Hold the high ground with towers and terrain When your high ground is pushed
Under-tower defense Use tower damage and vision When lanes are pushed
Distributed defense Spread wards across key areas Mid-late game

Smoke Strategy#

Strategy Description Timing
Smoke push Smoke up and approach for pushes When enemies are down players
Fake smoke Smoke but don’t engage — create pressure When enemies play cautiously

Game-Phase Strategy#

Phase Goal Key Actions
Laning (0-10 min) Last-hit farming + rune control Last hits/denies/runes/rotations
Late game (25-40 min) High-ground offense and defense Fights/buybacks/high-ground pushes
Ultra-late (40+ min) One decisive engagement Buyback calls/fights/pushing

Teamfight Position Analysis#

Position Placement Duty
Frontline tank Frontmost Absorb damage — initiate control
Mid-row cores Middle Deal damage — dive the backline
Backline supports Rearmost Protect cores — cast skills
Flank Sides Dive the backline — disrupt formations

Vision Timetable#

Time Ward Count Priority Spots
0-10 minutes 4-6 Mid + safe lane
20-30 minutes 8-12 All key positions

Map FAQ#

Question Answer
How to choose lanes? Pick safe/off lane by hero characteristics
How to push? Push towers after winning teamfights
How to attack the high ground? Vision advantage + chip damage + wait for openings
How to use smokes? Whole team sneaks close — catch enemies off guard

Common Map Myths#

Myth Truth
Defending one lane only Full-map control is required
Wards are unnecessary Vision is the key to winning
Pushing doesn’t matter Pushing is the main objective
Teamfights matter most Pushing matters more than kills

Map FAQ#

Question Answer
How to choose lanes? Pick safe/off lane by hero characteristics
How to push? Push towers after winning teamfights
How to attack the high ground? Vision advantage + chip damage + wait for openings

Strategy Guide Essentials#

内容最后验证于 2026-07