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Midgame Moves: Pressing Your Advantage

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Team Octalysis' flex player Francisco "Goku" Avalos talks about how to make the best use of your time while the enemy team's dead in the fourth installment of Midgame Moves.

Midgame Moves

Blizzard LogoBlizzard (Source)

How to Push Your Advantage to the Max

It’s Midgame Moves week for Heroes of the Storm! It’s time to continue the educational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves is focused on the meaty middle portion of a competitive game! We’ve touched on map pressureboss control, and recovering from a lost team fight. Today, we will learn about how best to press your advantage.

You’ve successfully navigated a team fight and there are multiple Heroes dead on the enemy team now. What is the best use of your time while those enemy death timers tick down? Team Octalysis’ flex player Francisco "Goku" Avalos is on hand to help you understand how best to further your lead.

Take Everything in Close Proximity

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Pushing your advantage is entirely dependent on the situation you find yourself in. Usually, the best call is to push a nearby structure, but if the fight ended on top of a camp it will only take a few moments of your time to capture that as well. Perhaps splitting the team up and clearing waves to get ahead in soak is the best call. There are multiple considerations, and time is of the essence.

“The amount of travel time is very important,” Goku said. “If you're top and you win a fight, it's not worth it to travel all the way down to take camps on bottom. [The other team will] be back up soon, and they might be able to defend against you. You usually want to take whatever you're close to after you've won the fight—it’s best to press your advantage wherever you're at.”

Experience leads come and go, lanes get pushed back and forth, and dead players respawn—remember that structure damage is permanent (unless you’re playing against an Abathur with M.U.L.E). Taking a structure after winning a fight typically yields far more value than doing a Mercenary camp.

“I think a lot of people make the mistake of doing camps just for the sake of doing camps,” said Goku. “Ask yourself what you can do with a camp when you take it. Try and play in the mindset of a 6v5, your Mercenary camp is another player slowly pushing in.”

Avoid Wasting Time

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There are a few common traps that players fall into once they feel like it’s time to capitalize on their winning position in the game. The first would be assuming that an early game objective is going to set you up for success.

“If you complete the objective very early, most of the time it's not going to get much done,” said Goku. “The first set of Web Weavers on Tomb of the Spider Queen are very easy to clear, and an early Curse on Cursed Hollow isn’t that impactful. A good rule of thumb is to just try to obtain as much soak as possible after you've taken an early objective. Then you're setting yourself up for the next team fight, and it becomes more difficult for the enemy team to bounce back.”

The second mistake Goku points to is the immediate call to do a Boss after a fight has been won. This commonly happens on Sky Temple after the level 10 fight on bottom Temple. “I think it's like a 7- to 8-minute Boss at that point, which doesn't do much,” said Goku. “It's just way better to push bottom or middle lane. You can also take their Siege camp instead.”

Set Yourself Up for The Next Fight

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When you’ve won a fight, do whatever you can to bolster your odds of winning the next fight. If that means taking an enemy Well near a future objective spawn or stealing a camp to deny your opponents a way back into the game, remember that the last fight is inevitably the only one that truly matters.

It’s best to not get overly ambitious with shot calling in these situations. “If their death timers are around 40 seconds and you still must go through a Fort and a Keep, then it's better to play around the map and try to get a level advantage for the next fight instead. If you're close to their Keep and you have most of your team alive then it's probably best to push,” said Goku.

How do you know if it’s safe to push or not? “Ask yourself: Who on the enemy team is still alive? For example, if a mage is still up and they still have a Support—that is still a solid defense," said Goku. "But if it's a Warrior or an off-laner, then that's easily your best chance to try and push or end the game.”

Snowstorm

“The best Hero for 'snowballing' would be Jaina in my opinion,” said Goku. “The burst she provides demands a constant response from the enemy team. if she gets a level lead it's even more devastating what she’s capable of. Being a talent tier down on Jaina doesn't feel quite as good but you can comeback—one good Ring of Frost or one decent flank can turn the game around.”

Now that you understand the basics and some of the common mistakes players make when attempting to retain their lead, hopefully you’ll find yourself prepped and ready for the next team fight after winning the last one. Midgame Moves Week continues tomorrow with a guide to scaling featuring Fnatic’s Warrior player Pontus "Breez" Sjögren.

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I tend to play safe, but when my team has a clear advantage, I always want to press it to the max.  If 3 heroes on the other team die, I immediately try and get the team to either rush a Boss or push a keep.  Too often, the team is far too slow and I have to call them off since they won't finish before the other team respawns and arrives.

Likewise, if you get a team wipe post 20, stop messing around with bosses and just kill the damn core.  You have no idea how many games I've lose where my team has 50 seconds 5 versus 0 and we lose because they insist on getting bosses rather then just pushing the core.

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10 hours ago, gamerk2 said:

Likewise, if you get a team wipe post 20, stop messing around with bosses and just kill the damn core.  You have no idea how many games I've lose where my team has 50 seconds 5 versus 0 and we lose because they insist on getting bosses rather then just pushing the core.

Absolutely. Post 20, a boss is only good to grab if the other team aren't at 20 yet (arguable as you could just core) or if you manage to sneak it or something. Other than that, rush the core if you get a team wipe.

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On 7/20/2018 at 8:09 AM, gamerk2 said:

I tend to play safe, but when my team has a clear advantage, I always want to press it to the max.  If 3 heroes on the other team die, I immediately try and get the team to either rush a Boss or push a keep.  Too often, the team is far too slow and I have to call them off since they won't finish before the other team respawns and arrives.

Likewise, if you get a team wipe post 20, stop messing around with bosses and just kill the damn core.  You have no idea how many games I've lose where my team has 50 seconds 5 versus 0 and we lose because they insist on getting bosses rather then just pushing the core.

On 7/20/2018 at 6:14 PM, MurkyFelix said:

Absolutely. Post 20, a boss is only good to grab if the other team aren't at 20 yet (arguable as you could just core) or if you manage to sneak it or something. Other than that, rush the core if you get a team wipe.

 

ME GO CORE SMOrc

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      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
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