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Previous articles in this series:
North American strategy and draft analysis.
South East Asian strategy and draft analysis.
Chinese strategy and draft analysis.
Meanwhile Loda is the opposite of course, as he is still the original versatile carry player. His heroes get picked up in the last two of the draft and tend to be picked to fit whatever the gameplan is, as Alliance still heavily seems to favour picking for their own plan as opposed to risking a disjointed lineup in order to counter a bit of what their opponent does.
Akke still enjoys his Enchantress and Chen, but neither is picked too highly for. These heroes enable him to help win the mid and offlanes, and generally Alliance seems to like for their supports to be somewhat proactive in helping out these lanes, posting a surprising amount of aid at the mid lane given s4’s somewhat utility role on the team. He is actually allowed to play more semi-carry heroes again though, as Bulldog shoulders some of the burden of utility or the team picks into tricore strategies.
Overall the dominant strategies from Alliance right now seem to diverge into either the expect split-push or their older slow-rolling pushing style. This isn’t however nearly all, as there are elements of clear influence from their sister team EG, with certain lineups that look almost at home being played by the North Americans instead. This isn’t as much of an departure as one might think, as back when Alliance was playing Magnus quite a bit they always stressed the importance of multiple modes of initiation.
Alliance seems surprisingly fond of running offensive trilanes on the Dire side, something I almost remarked on regarding their Radiant play as well, but it’s more pronounced here. They also run a bit less junglers, and generally seem to end up in more static lanes, or moving between static lane states as opposed to have the supports truly roam and gank.
The strategies are also quite similar to their Radiant side play, with pushing strategies playing a big part. The interesting addition is the return of their old global ganking strategies in their various forms, although so far they haven’t quite seemed to figure out how to make these work as they take a while for the key players to get the levels they need to fully participate, which leaves more of an opening for the opponent to out-aggressive Alliance in the early game.
The order in which these elements are combined is mostly dynamic, but Na`Vi does seem to pick offlaners fairly highly. This may well simply be the result of a few key offlaner heroes being very popular right now, as in the past the team has also been willing to abuse Funn1k’s ability to play aggressive semi-carries in order to make opportunistic surprise picks late in the draft. This isn’t necessarily a problem however as many of the current offlaners can also be given to XBOCT as tanky cores or to Dendi as initiator-gankers.
In general however Na`Vi’s most recent games come across as very greedy, forcing them into relatively reactive laning styles which can be punished and can put them behind early due to weaker lanes. This strategy is somewhat reminiscent of NewBee actually, although NewBee are overall more concerned with still drafting winnable lanes when their support rotations are taking into account.
There are some interesting and fairly original ideas in between all of this as well, with some role swaps among the cores that come across as highly opportunistic. These aren’t quite polished enough however and the results haven’t been the best, but they give glimpses of what Na`Vi might be trying to work on behind closed doors, maybe with some influence from Goblak.
As a whole, Na`Vi’s play on the Radiant side brings to mind statements by Puppey after TI2 where he proclaimed that he was entirely focused on beating the Chinese, and did not care if his strategies did not work against the Western teams. The style of play that he emphasized at the time seemed resolute to make Na`Vi play for the lategame, often in a way that reminded of xiao8’s strategies when he was with LGD, or the previous incarnation of DK. Solid, safe and reactive, but early timings for taking control of the map can easily run you over.
The downside here is that the heroes Na`Vi have been picking for Dendi aren’t quite the solo mid carries that for example Arteezy gets when EG run a similar laning setup. Instead, Dendi has played a good amount of his classic mobile ganking heroes, which while if he were to absolutely crush his lane would probably be decently able to snowball, even though they’d still have trouble with the abundance of tanky cores around these days.
But other teams have changed up their play around the mid lane, and now when Na`Vi invest into winning this lane what they get is most often a slight win or a draw, while the opposing team has the mid hero which better transitions into the lategame. This is somewhat problematic as Dendi can’t quite control the flow of the game as he used to while Na`Vi ends up being on a bit of an clock. It’s a bit of the opposite problem than what was discussed for their Radiant strategies.
Na`Vi still seems closer to being themselves when playing Dire than Radiant. There’s more action being initiated by the supports and there’s more of the old gank and push early game strategy in the picks. It’s not quite the old Na`Vi who relied on dominating lanes, ganking for objectives, farming the map efficiently in between movements and generally building up a massive lead with a midgame lineup. That’s actually iG’s thing now.
While Empire runs some dual lanes, the fact that they run a lot of Enigma on Radiant means they mostly end up with a standard laning setup. They generally rotate their supports in between the mid and safelane and focus on their two core players, while Mag is mostly left to fend for himself on something tanky and capable of initiating fight later on.
It’s a bit surprising to see Empire pick teamfight heroes so highly, since their overall strategies are more gank oriented. They run good enough initiation and certainly have enough pick-off potential, but their actual ability to initiate 5v5 fights often depends on burning those big teamfight ultimates up front and then controlling the flow of the fight without that much lockdown, as the team runs a fair amount of slows instead of reliable stuns.
The lineups can’t quite be called deathballs, which is how I’d have characterized Empires old strategies. Instead it feels much more dependent on getting ahead with strong ganking, which isn’t that common right now on the Radiant side.
Whereas the Radiant drafts felt like the teamfight picks were there to balance out things a bit, the Dire lineups feel more like teamfighting was a central objective, with most lineups coming online around the early midgame. The team also plays more deathball pushes, often anchored by one hard carry core instead of the more conventional dual semi-carry.
As a result of the slight shift in focus, Resolut1on plays more of an initiating role with Mag playing the heroes that control the flow of the teamfight or the aoe initiator. In turn this means that the supports are spending less time rotating into mid to support Resolut1on and frees them up to do a bit more dual hardlanes, or to focus on repelling any attempts at aggression against their hard carry.
mouz hasn't exactly played an overabundance of games in order for us to derive great big patterns, but it's clear that they have no qualms about going aggressive when playing Radiant. They draft heavily for the laning stage and on average it pays off, either by them getting ahead on lanes or by picking up kills, which in either case sets them up for the choice to get several Hand of Midas in order to snowball harder into the mid game. It's a very straight forward strategy and for the most part, it ensures they get off to a good start.
But the problem is that they need to hold that advantage through the early mid game in order for their Midases to pay off, and because of their more early game orientated drafts they'd often be at a disadvantage if they didn't pick up their Midases. And this is the point where the strategy may falter, because if they don't make it smoothly through and hit each target, they'll struggle to close out the game as they generally want to be the ones forcing action into their tanky cores, allowing them to dictate the pace of the fight through their counter-initiation.
It should be noted that same as on Radiant, Misery generally functions as the engine for mouz early game, with his movement helping set up for the early kill leads they are known for. He also generally plays heroes which have an ability to initiate fights from early levels, with Bane and Vengeful Spirit or the jungle Enigma being among his weapons of choice. This is not to say that mouz simply relies on supports for their aggression, as they are one of the teams more likely to rotate cores early on in order to take fights with a numerical advantage. By drilling their aggression into their opponents hearts they often times can force them to group up early, at which point ideally mouz backs off and out-farms their opponents who aren't yet ready or able to hunt them down.
In terms of the Dire side, all of this leads to mostly what we'd consider deathball lineups, and in truth they aren't even that unconventional many times. A lot of the heroes that make up the core of mouz aggression are perfectly normal in this generally aggressive and teamfight orientated metagame, however mouz are willing to sacrifice more in order to gain those early advantages. If they can make those sacrifices pay off and hold on to their lead, they should be a very difficult team to contend with, as many Western teams have said they are in scrims.
While it’s safe to say that Fnatic’s picks with Era have been a pretty varied sort, there are a few clear patterns. Most of the time, Fnatic used to pick up the core of their strategy first, be it two synergistic heroes or a well known combination like Mirana and Shadow Demon. Trixi also generally got his hero or a hero or another hero that he could have played on the offlane was often picked fairly early in the draft. The overlapping heropool of the core players on Fnatic makes it a bit hard to discern sometimes if some picks which ended up in the hands of H4nn1 may have originally been intended for Trixi.
Unless picking up a specific combination or being put on a hero which was vital to the strategy, Era and H4nn1 both tended to get their heroes late in the draft, with Era often coming in last. Also, over the course of my sample of 10 games, Era and H4nn1 played 7 and 8 different heroes respectively, while the rest of the team were all tied for 5 different heroes, which fits well in with their versatile strategies.
In terms of strategies, Fnatic ran everything from a near 4-protect-1 strategy to no-core midgame teamfight to hard push, split push and dual core facerush. Most strategies were dual cores, with a few tricores for good measure. Generally Trixi or H4nn1 played the initiating role with either H4nn1 or Era playing the tank for the team. While the sample in question did not particularly showcase wild laning from Fnatic, there were some instances of dual mids (around H4nn1 surprisingly), dual offlanes around both Trixi and Era and a varied distribution of farm.
The supports oscillated between protecting various lanes, ganking and farming up for themselves. The games included four instances of junglers being run, with three of those being Fly’s Enigma and one being the Enchantress for n0tail. Very few games featured actual safelane babysitting, and in some instances the team seemed to be perhaps a bit too callous with their cores, allowing H4nn1 to be chased out of his lane by an opposing dual mid lane in one case.
Funnily enough, while many of us probably hold an idea in our heads that Fnatic were always first picking Tinker, Meepo or Tiny for Excalibur, because the sample that I’m looking at is from the tail end of his time with the team what actually shows up is surprisingly similar to how Fnatic picked with Era on the team. Excalibur was actually the last or second last person to get his hero in 7 out of 10 games, and played 9 different heroes.
It’s true that Excalibur’s impact generally decreased when put in a more similar role to what Era played for the team, but it also allowed H4nn1 and Trixi to take on bigger roles again and be the playmakers they can be. As H4nn1 was moved on to the Tiny Io combo he actually became a consistent person to get his hero in the first two, especially as he also played a good amount of support games at this point, and as his support pool is not as big as his solo mid pool.
It’s also very obvious to state that Excalibur’s presence and his Tinker and Meepo picks did change how teams banned against Fnatic and opened them up for playing considerably more Tiny Io than when Era was still with them. This may be lost, but not necessarily, as H4nn1 is still an excellent Tinker player and n0tail is the “original” master Meepo. Having seen what these heroes can do, we may still see teams banning out both against Fnatic, regardless if the team actually has any plans to return to using these heroes.
In terms of the strategies employed, the first obvious point is that Fnatic were forced to work around things when playing with Excalibur and this is the source of the increased role rotations that we’ve been seeing. Unpredictable lanes and outlaning through unconventional means has certainly been in Fly’s drafting toolbox for years, but it’s something that comes and goes in their strategies, same with the role swaps between support and core for H4nn1 and n0tail, which in turn changes what kind of role Fly plays on the team as well (he’s much more sacrificing when playing with H4nn1 as support).
Most of the strategies from this period aren’t particularly fancy. They revolve around ganking and teamfighting, abusing good positioning and unconventional initiation in order to take and win fights. There’s a bit more of a 4-protect-1 feel in a few drafts than was common with Era and overall less push strats, even as they were picking Enigma highly for Fly. The diversity is still present, it’s just not as impactful in terms of the overall strategy of the team.
While it’s not ideal, an overview of their drafts shows that the team has been valuing split-push rather highly, with just about every draft including a Tinker, Nature’s Prophet or Io. This has the feel of a continuation of what worked for them during the Qualifiers, even in the absence of Ars-Art. This has also changed up the role of God a bit, as he used to play more high impact gankers, but now has to take his time before he can be fully impactful.
In general the strategies tend to fall into either heavy push or heavy ganking, which isn’t particularly surprising. There are elements of aura strats and probably the most intriguing thing is when they bring back some classic ganking combinations with some new flair, for example a farming Lina with Sven as support. Pushing heroes and the aforementioned trio of global mobility heroes seem to take up the top slots in the VP draft as well.
It’s anybodies guess if any of that will still hold true when Ars-Art is back in the fold.
There's also a lot of uncertainty about the European and CIS teams, as more than a few have publicly stated that they aren't showing off how they actually intend to play. This might simply be a perception issue however, as teams such as Alliance and Na`Vi have been public about it while Virtus.Pro and Fnatic just haven't been seen publicly playing with one of their members for some time. Indeed from the first day of scrimming in Seattle I've heard that DK were among the most active participants in scrims, while I've not heard of anyone having a chance to scrim against NewBee. Perhaps there are other teams as well which have surprises in store for us, and are valuing that surprise factor above the practice that they might get from these few days of scrims. It wouldn't be the first time.
Pictures courtesy of Valve, Mila Alieva and ESL One.