It doesn't work if your teammates suck a lot. On my low ELO (Pretty Good) account, I am constantly losing rounds because of my team. There are: SAW who doesn't know what defense and boots are, Catherine who doesn't know how to tank, and people who don't know how to cooperate. I've firmly decided that I am never going to play on my low ELO account because most people in Pretty Good- absolutely suck for some reason.
This is a great guide and I hope that you will update it futher, possible team for the arrow could possebly be ardan/catherin and back any ranged and lastly adagio.
I love adagio, and I can say, every time I've played the all ranged team, I've won, against even my own expectations.
I dont know what exactly are the reasons for this, but I think this: mine minions spawn at minute 4, until then, it doesnt matter if the enemy invades your jungle. Also, if everyone buys a ironguard contract as first item, the lane will be able to farm two heroes, and if you have petal or adagio, he or she can go farm a little in jungle just a moment.
When the time comes, the whole team capture one mine, what is enough to press the lane, with three rsnged heroes.
In early-mid game your team have to destroy at least 1 or 2 enemy turrets, to earn more gold.
I don't think your types of team setups (number of ranged and number of melee) are realistic for Vainglory. Yes those are the possibilities, but almost all of those setups are deficient in some way. The so called chariot team is the only viable team in higher level games. Obviously some heroes can fulfill ranged and melee roles alike and are exceptions to this (like Adagio, who can tank and get up close), but the number of ranged and melee has more to do with proper gold farming than it has to do wih combat.
Let's say you have 2 ranged heroes and 1 melee, and the 2 ranged are SAW and Ringo. Both ranged are extremely reliant on lane farm (which gives more gold than the jungle) and will either get starved from dual-laning (the lane can only support 1 hero) or get ganked in the jungle.
Sure, it's fun to take CP shank SAW into the jungle, but for now, the team makeup and meta has to do with each hero's skills and niche, rather than whether its auto is range/melee.
This is not criticism of the whole guide; just one section.
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I dont know what exactly are the reasons for this, but I think this: mine minions spawn at minute 4, until then, it doesnt matter if the enemy invades your jungle. Also, if everyone buys a ironguard contract as first item, the lane will be able to farm two heroes, and if you have petal or adagio, he or she can go farm a little in jungle just a moment.
When the time comes, the whole team capture one mine, what is enough to press the lane, with three rsnged heroes.
In early-mid game your team have to destroy at least 1 or 2 enemy turrets, to earn more gold.
Let's say you have 2 ranged heroes and 1 melee, and the 2 ranged are SAW and Ringo. Both ranged are extremely reliant on lane farm (which gives more gold than the jungle) and will either get starved from dual-laning (the lane can only support 1 hero) or get ganked in the jungle.
Sure, it's fun to take CP shank SAW into the jungle, but for now, the team makeup and meta has to do with each hero's skills and niche, rather than whether its auto is range/melee.
This is not criticism of the whole guide; just one section.