If you like the content and want to see more please don't forget to follow me on Twitter @mushyofficial and share the articles, every single follower and share it's a big step for me!

THANKS!

Wednesday, May 11, 2016

Macrogame theory files [OLD PATCH] - Not Updated

Objective attacking

From the blue side


Attacking tier 1 towers

TOP TOWER – EARLY GAME APPROACH


Jungle pathing

This are timers for the usual jungle pathing relevant for a top dive / gank.

- From 3:00 (If not invading or early ganking mid / bottom) to 4:20 he will stand in botside of
the jungle.
- From 6:30 to 7:30 for buff spawn then GANK.
- Around minute 8:00 after second recall to buy PINK and small items + sustain

Going TOP to GANK / DIVE

- Make an attempt between minute 5:00 and 6:00, or around minute 8:00 taking advantage of
enemy jungle recall.
- In case of DIVE is strongly recommended to collaborate with midlaner. Push mid and roam.
- The jungler has to get a pink ward to clear take the chance and set deep vision.

Visual representation

- White lines represent the enemy jungler pathing.
- Yellow lines represent our team’s preferred moves.
- Red areas represent zones that are likely to be warded.
- Green areas represent the opposite.

Image rights to Ivan "Mushy" Prats
Note: If the jungler starts red side the scenario would be mirrored

MID TOWER – EARLY GAME APPROACH


Jungle pathing

The jungler will be mid lane most of the times after a rotation from one side of the jungle to
the other, or after clearing a near camp.

- From minute 3:00 (after finishing the botside clear) to 3:45 (after finishing redbuff).
- From minute 4:45 (after trying a gank top or invading our jungle) to 5:00 (rotating back to the
botside).

Going MID to GANK / DIVE

- To successfully ganking a midlaner the attempt early on should be executed when the jungler
is focusing top, between minute 4:00 and 4:45.
- The support and ADC should be focusing in pushing the lane hard at minute 4:00 to allow the
support to roam midlane.
- The midlaner should be playing passive from minute 4:00.
- The jungler has to bring pink and sweeper to allow the supports roam or smite the raptors to
secure the gank.

Visual representation

- Lines represent the same than the previous image.
- Support should use the roam to place some wards for the incoming jungle rotation at 5:00.
- The areas represent the same than the previous image.

Image rights to Ivan "Mushy" Prats
Note: If the jungler starts red side the scenario would be mirrored

BOT TOWER – EARLY TO MID GAME APPROACH


Jungle pathing

At this point both junglers will probably be around the bot side of the map to try take
advantage of the support and ad carry spike at lvl 6.

- After the second recall at around minute 8:00 enemy jungler will most likely head bot to
provide vision in the dragon and try to make a play at the botlane or midlane depending on the
situation.


Going BOT to GANK / DIVE

- In this case is more a team duty than a jungler + roamer play because there’re more factors
related with a botlane play, which are a dragon stack and an eventual rotation mid for a team
dive or siege.
- Botlane should be pushing hard at this point for 2 reasons, the first, prevent the enemy
support from warding our jungle approaching paths, second, to force the enemy jungler to
decide for a botlane gank instead of a midlane gank and set a favorable countergank.
- The midlaner has to play safe (since a team objective is near) but pushing as hard as possible
to prevent a faster roam from the enemy midlaner.
- The toplane has to be ready for a teleport at minute 8:00 or near that minute mark, so he
should not be using it past minute 3:00 unless it’s necessary and/or the enemy toplaner has
used it too.


Visual representation

Image rights to Ivan "Mushy" Prats

TOP TOWER – MID TO LATE GAME APPROACH


Setting proper vision around the objective

- The toplaner sets pink in tribush and optional vision near jungle camps.
- The jungler clears the path for the midlaner (sweeper) as he pushes the midlane. In his way to
top wards in raptors bush (optional but good to have it) then places a pink that provides vision
to the redbuff inside the bush (required) to scout the jungler.
- The midlaner goes the path which the toplaner and the jungler cleared previously and in his
way top wards (orb / totem / pink) the bush behind the red to scout enemy midlaner follow.

Image rights to Ivan "Mushy" Prats


Deciding whether to execute the dive or not. Factors to consider

To do so ask yourself 3 key questions.

1. Have we set proper vision to scout any reinforcements?
2. Is the jungler or the midlaner unaware of our plan or too far to react?
3. Do we have a reliable mechanism to stop towerhits? (Elise’s repel, Flash, Zhonya, etc)

If you can answer YES to 2 of this 3 questions you should take your chances in a EVEN
SITUATION, which means that the enemy/enemies being dived are not fed or something that
puts you in the backfoot from the beginning of the situation.

References to a well executed dive and preparation (note that the example is from the
redside, but the important part is the preparation for a well executed dive, regardless of the
side).


MINUTE 32:00

- Ahri midlane pushing to prevent Orianna from helping.
- Lee sin placing ward near wraiths (raptors) to spot enemy jungler positioning.
- Janna clears vision in the tribush prior to the attempt.
- Lee moves through the vision-cleared path to execute the dive.


Advantages that ease the attempt

- Tank with damage mitigation from towerhits (i.e Alistar).
- Heavy CC to prevent your enemies from doing damage (i.e Janna).
- Mechanisms to avoid damage in crucial situations (i.e Elise).
- Heavy brust damage to kill the target fast (i.e LeBlanc).


Disadvantages that difficult the attempt. Reference:



MINUTE 25:25

- Tank-ish enemy with scape mechanisms (i.e Hecarim).
- Heavy CC toplaner (i.e Lulu).
- Indecisiveness in the execution.
- Prolonged duration dive.


MID TOWER – MID TO LATE GAME APPROACH (DIVING)


Setting proper vision around the objective

- Midlaner has to buy a pink and make sure that the river bush from where the dive is being set
is not warded. Pushing is not a must, however is recommended to keep the midlaner away
from warding.
- Jungler has to clear the vision in death and banana bushes then set a pink on the bush behind
wolves to have consistent vision, then approach from behind.
- The botlane are the first ones who have to push first and start moving to set vision in the
enemy jungle (blue buff – wolves intersection and river path).
- The dive should be executed in less than 10-20 seconds, from the moment the botlane starts
moving up to the dive itself, otherwise the rotation will be obvious and unsuccessful.
Synchronization and communication is key.

Image rights to Ivan "Mushy" Prats

BOT TOWER – MID TO LATE GAME APPROACH (DIVING)


Setting proper vision around the objective

- Botlane should be pushing, the best situation is that they have some pinks or cleared vision
prior to the execution, however, the jungler should be able to place 1 pink and sweep if
necessary.
- The jungler should be approaching from the “secure” side of the lane, where enemy’s vision
is weaker and place vision near blue buff , on the other side of the Gromp wall to scout
reinforcements and in the tribush behind the lane, where is very common to find wards to
prevent this type of moves.
- The midlaner should be pushing until the dive is set and ready to go, otherwise the enemy
midlaner could call a miss and make it obvious. As soon as the jungler is imminently going to
go for it the midlaner should have started moving torwards the botlane, not sooner.
- The timing and coordination is very important, the botlane should start pushing 10 seconds
before the jungler moves bottom, and the midlaner has to start moving 5 seconds prior to the
dive when the jungler is already well positioned for the execution.

Image rights to Ivan "Mushy" Prats

1.2 Attacking tier 2 towers


In this section we will we will analyze how to improve the chances of a successful siege.
You’ll have to consider 3 factors in what vision matters;

- How much information can I get about their positioning, health, etc.?
- How much information can I deny to them about our own positioning, health, etc.?
- What defines if I’m successful or not in the objective attacking?

The first two questions can be answered by the amount of wards you’re carrying over to the
objective, you should face every objective like a key one, if you don’t take it seriously and think
things like “bah, let’s just go and see what happens”, then is when the risk is not worth the
value of the objective, carry wards for every single objective you go for and take all you can
with that play.

The third question is about your strategy to siege, and its effectiveness and viability when you
start executing it. Do we have to land poke?, are we doing enough damage?, do our poke picks
have enough mana? (or) Do we have to hard-engage on key targets?, can we see them?, are
we in range to force a dive?, think about the strength of your composition when you siege an
objective and maximize it, all that with the proper vision set around.


Setting proper vision around the siege

- To gather as much information as possible we need to place wards on the other side of the
besieged tower and the jungle to be prepared for flanks.
- To deny as much information as possible we have to clear their vision on key spots, easing
the work to our engage, poke, brust, zone, or whichever mechanisms we’re using to execute
the siege and take the objective.

MID TOWER – VISUAL REPRESENTATION


Image rights to Ivan "Mushy" Prats

TOP TOWER – VISUAL REPRESENTATION


Image rights to Ivan "Mushy" Prats

BOT TOWER – VISUAL REPRESENTATION


Image rights to Ivan "Mushy" Prats


Always remember that your goal is not the objective itself, is a well executed and planned
strategy that leads, in the worst case, to take the objective and nothing else, and in the best of
cases in many other subsequent benefits aside from the objective (gold, map pressure, vision
control, etc.) or a big powerplay that can lead in substantial leads or priority objectives such as
baron, inhibitor, or even finishing the game.

1.3 Attacking contested Dragon


The two key concepts to take the most of a dragon contest, regardless of who takes it at the
end, are; “decisiveness” and “hesitation”.

Our objective as a team is making them hesitate between 2 options, giving up the dragon, or
engaging. Make them doubt, in order to do so what we need is decisiveness in executing a
move, always with caution.

In the below visual representation we can see that our way of “pressuring” their minds to
force them into a bad situation is playing the map properly.

1. Pink the bush behind and sweep out of the pink’s range.
2. Orb the death bush and approach in group to the banana bush and near the pit to set vision.
3. Have your fastest pusher mid to make them think about retreating and defending the
objective and challenge them in a “virtual 4v5 situation”.
4. Use zoning / cc mechanisms to keep them away from initiating and as soon as the dragon
falls, or they retreat, rotate mid to catch them out of position and take a more valuable
objective from the situation.

Image rights to Ivan "Mushy" Prats


To be able to do this fast enough is needed to have excellent map awareness, topic I’ll be going
over in the point 4 of this documentation; “Midgame rotations. Where to ward and why”.

1.4 Attacking contested Baron


The main difference between Dragon and Baron is that one can be given away without
substantial repercussion in the game flow, and the other can imply a significant disadvantage
for the team that gives up the objective.

In fact, having the enemy team aim for a baron attempt is a great opportunity for a comeback,
swing of the game tempo, or punishing a desperate move if they’re behind and want an
instant revenue to get back into the game.

However, when approaching to the baron pit, unless you have a strong reason to do so, you
should never flank the enemy team from 2 sides. Acceptable reasons are being an assassin
such as Leblanc, being a bruiser such as Mundo or being a hard engage champion such as
Malphite looking for a better angle, etc. The carries have to face the forthcoming from the
same side.

Image rights to Ivan "Mushy" Prats

1.5 Sieging the enemy base


At this point you should have all inner towers taken, or about to be, therefore the last resort of
the enemy team is within the base. In order to close out the game you have to approach the
base as a big objective, not turret by turret, but as a whole.

There’re 3 factors you have to take in consideration when sieging a base.

- The strenght of our composition. (Hard engage, poke, mobility, global pressure, etc)
- The situation of the waves and neutral objectives spawn timers. Map situation.
- The strategy want to use to begin the siege, for example 1-3-1 push, 4-1 splitpush, baron
powerplay, well executed dive, and know the weaknesses and risks of the strategy.


Considerations when closing out a game

- Often when you’re virtually ahead you overconfidently make moves without actually assess
where is your lead coming from, items?, composition?, map pressure?. If one of your key
carries is holding a lot of gold without being used, think seriously about recalling just to get a
few more items. At 25-30 minutes a “substantial” lead means 4.000 gold more or less, if your
carries have 1.500 gold means that this gold lead is not actually being relevant.
A great example of that is this fight:



Team Liquid had a substantial advantage in what gold matters, map pressure, more kills, more
objectives taken, but when that fight happened, Ezreal had more items than Lucian, Tahm
Kench had more items than Gnar, the item value of the Syndra’s items was higher than
Orianna’s, and that resulted in a bad result for TL.

- The nature of our composition. How you approach to the breaking open the base is key,
therefore you have to know what’s the strong point of your composition, and also the
weaknesses.
- The strengths of the enemy composition and how to play around them. Are they good
teamfighting?, then we split them, are they good sieging?, then we look for a straight 5v5, are
they good peeling back and poking?, then we look for a flank or a pick.
- To B(aron) or not to B(aron). The baron is the most important objective of all aside from the
nexus, it can give you a chance to comeback, the power to close out the game, the pressure to
force enemies out of the base... Knowing when is favorable to go for a baron or a bait is key to
ensure a victory, and not knowing when to do so is a factor that can lose us game.

Knowing when is the right time comes from experience, and from being able to read the
situation, you can find out if it’s a good choice by asking 3 questions;

- Do we really NEED baron to finish the game or we can keep pressuring the enemy team the
way we’ve been doing it to finish the game?
- Do we have enough damage at this point to take it in less than 10 seconds?
- Are they out of position or unable to contest?

YES – YES – YES
Go for it, do it decisively and fast, with proper vision around.

YES – YES – NO
Do not go for the baron unless you’re strong enough to resist a siege somehow like; zoning,
poking them away, threating with hard engage, etc.

YES – NO – YES
Do not go for the baron, if you can’t take it fast, the damage output from the baron will be too
much to deal with in a prolonged fight.

NO – YES – YES
Consider if the baron is the best objective you can take, and think seriously about the
possibility of finishing the game without the before they find an edge to comeback.


If you answer “NO” to more than 1 question, you should not be going for a baron unless
there’s a special situation that flexes the answer to that questions.


Thanks for reading!


To stay tunned about new content, articles, seminars and videos I'll be uploading soon regarding this and other interesting topics follow me in social media and subscribe to my YouTube channel.


4 comments:

  1. A bit too long but I like it, keep it up!

    ReplyDelete
  2. Hola Mushy!

    Primero que nada agradecer todos los artículos que subes ya que son de una ayuda tremenda, más de la que posiblemente creas y son muy digeribles, incluso si se te da regular el inglés el artículo está lo suficientemente bien redactado como para comprenderlo.

    Tengo una duda... En la representación gráfica del gankeo/diveo al MID, dices que el jungla debería llevar sweeper y smitear Raptors a minuto 4:15 pero en el artículo de como ser una fiera como jungla, dices que hay que wardear río/blue enemigo para trackearlo, vamos que te compras el trinket amarillo y no el rojo, haciendo imposible llevar el trinket rojo para el diveo/gank en medio (ya que tiene un cd de 2 min al comprarlo).

    Por no decir que si haces la ruta que mencionas en dicho artículo (Krugs > Red > Raptors) los Raptors no estarán spawneados a min 4:15.

    PD: Y otra cosa que me confunde es que dijiste que un buen jungla empezaría en el lado de los Krugs por el bufo que te dan, en cambio en estas representaciones, el jungla rojo empieza en Gromp... ¿Son fallos de redacción o me estoy perdiendo algo?

    Saludos y gracias por el contenido tan didáctico! ^_^

    ReplyDelete
    Replies
    1. Hola,
      Primero de todo gracias por comentar y por el soporte.

      Déjame aclararte tus dudas, como está indicado en el título de éste artículo, éste es un artículo viejo, es decir, lo publiqué como referencia / portfolio de mi trabajo para personas que quieran seguir mi trayectoria y evolución como coach y analista, pero el contenido de éste post en particular está obsoleto.

      Si te fijas, hago uso de guardianes verdes en los setup, que ya no existen, y uso rutas que no están tan trabajadas como los post más recientes.

      Editaré este post para que quede claro que es un artículo obsoleto.

      Ten en cuenta que el resto de elementos del contenido que no hagan referencia a rutas o wardeo son válidos. No dudes en preguntar!

      Un saludo

      Delete
    2. ¡Di por sentado que por wards verdes te referías al trinket amarillo!

      ¡Muchas gracias por tu respuesta Mushy!

      Delete