As transcribed by watching Dreadnaughts twitch breakdown here: http://www.twitch.tv/dreadnaught_heroes/v/46261889?t=01h35m19s
- Medium/Large map (tri-lane)
- Laning Phase: 1-1-3 (alternatively, 1-4 roaming mid/bot for 4)
- Bottom lane prioritized: merc camps push bot lane and can get core shots
- Top lane is safe lane
- Win Condition:
- cannot win through sieging
- teamfighting is an absolute must to win, xp is more valuable on this map as a result
- Strategy Notes:
- 16 vs non-16 opponent? win 2/3 towers on a 3 tower spawn
- don't worry about losing the early game objectives, worry about staying ahead on xp and scaling hard into the late game advantage
- pick solid team fight heroes not great laners
- Large Map (tri-lane)
- Laning Phase: 1-1-3, 1-4 (top solo/safe, rotate bot/mid)
- top/bot are equally threatening,
- Strategy Notes:
- winning the first 2 to 3 objectives are very weak, don't put 5 people pushing with punisher
- upon winning early objectives split to 1-1-3, where 3 can either push with punisher or split push hard in another lane
- do not bait the punisher until he is at the front of the gate near the wall, only send 3 people to defend
- if your comp is good at long/sustained fights, don't force a hard engage and be patient
- if you get a kill during objective, don't chase for more kills, just get the skulls
- only merc camps that matter are the top 2 shaman camps, timing is key
- delaying objective completion on a successful team wipe and maximizing soak is a great tactic
- Laning Phase: 1-4 (solo lane usually top, 4v4 in bot)
- Strategy Notes:
- solo laners: tass, thrall, zag, sonya
- rotate to map objective ASAP and burn it as fast as possible, being slow to rotate is very weak
- don't know whether to defend or burn? always burn and be offensive
- win objective? split 1-4 to keep up soak
- mercs: always time your shaman camp to spawn the same time as the objective so it split pushes, if they commit anyone to deal with the camp then force a fight
- patience is crucial
- Medium Map: (tri-lane)
- Laning Phase: 1-4 (solo lane bot, 4v4 rotating mid/top)
- Strategy Notes:
- bot lane is safest, harder to gank, top is scariest for ganks
- drain ammo by rotating top/mid as 4, kill walls when opponent attempts to gank bot
- on turnin, run 1-1-3 to maintain soak early, then maybe 1-4 or 5 in late game
- boss is a major threat late game if you can time it with a push of weavers
- roles: goaltender, someone dedicated to stopping turnins
- top lane is most valuable on this map due to boss as opposed to bot on other maps
- Large Map: (tri-lane)
- Laning Phase: 1-1-3 or 1-4 (solo lane bot)
- Stragey Notes:
- mid shrine is most valuable
- the shrine boss gives a lot of xp
- controlling sight is very valuable
- whoever gets on the shrine first usually keeps the shrine
- be satisfied with half shots on mid, retreat, and cap the top
- timing: after top/mid temples are done in first phase wait for 2 minion waves then cap mercs
- bot lane is most valuable lane: potential sight for boss, bot shrine is most frequently spawning shrine
- Large Map: (tri-lane)
- Laning Phase: 1-4 (solo lane bot)
- Strategy Notes:
- clear the top wave first, force enemy team to lose the xp or commit to chest
- wait for advantage before turning in
- collect as many coins as you possibly can
- if opponent reacts to merc pushes, then you turnin
- if opponent doesn't react to merc pushes, you get valu
- don't force fights over turnins if you don't need to
- roles: goaltender at turnin can work (tass)
- taking towers before turnins can snowball you an xp lead
- Large Map: (tri-lane)
- Laning Phase: 1-1-3, 1-1-1 (2 man roam)
- Strategy Notes:
- 1:50 - timing to get giants so they split push
- time camps before curses is good
- rotate early to objectives, almost more important than xp in non-competitive
- don't take camps during curses, always push as hard as you can
- minion stacking:
- push bot, take out front wall but half the fort, minion waves will stack up and kill the fort
- push mid, take out mid fort
- if time: push top, take top fort, if no time: take boss
- Large Map: (tri-lane)
- Laning Phase: 1-1-3, 1-1-1 (2 man roam)
- top easier to gank
- Strategy Notes:
- if you have stronger earlier game, position aggressively for small camps
- small camps win the game
- mercs in downtime once terror is building
- 1-1-3 to maintain soak while terror pushes a side lane with no mercs, 3 man push opposite lane
- put squishiest/most useless teamfight hero in terror