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Best Team Composition


NoWaterJustIce
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Inhouse: Sentry (Pure INT), Geneva (INT/Support), Mandrake (Tank), Balrog (Hybrid AA/tank) and Cow (tanky/INT)

 

While this team comp isn't the best laning or best teamfighting comoposition. I think it is the best overall composition. Laning phase this team will be quite tanky and have a bit of kill potential and during teamfights anyone hit by drakes ult will be dead.

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Justicar building hybrid AA tank/ AA shut down. Micro building pure tank. rancor build pure INT. Derpa in the jungle for your pure DPS. then roach building INT tank hybrid. I think that would be a really solid team comp

 

EDIT: and i would have roach rancor long lane, with justicar solo mid and micro holding down short lane with derpa in the jungle.

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Cyprus, Zeratul, Micro, Darpa, Medic/Vorpal/Drake/Balrog

 

Cyprus ensures that the primary squishies die, can also kill creeps and guerilla all over the place. Zeratul is strongest late game carry, but hard to feed, so needs early game heroes like micro and cyprus to ensure no significant losses before he gets fed. Darpa as a good back-up carry in the event that Zera has bad farm/unable to bubble properly. Last slot is merely a damage sponge with some AoE damage/cc.

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Personally, I'd go with Maar, Drake, Micro, Zera, and Rancor. Three solid initiation skills in there. Enough AoE to rip anybody caught in Drake's ulti. Should do OK laning with Maar in mid Drake/Rancor in long lane and Micro covering short lane while Zera jungles. A little weak on the healing end, but got to give up something. I like this lineup because of it's ability to create chaos. Maar and Rancor can split enemies up from a safe distance with well placed heatwaves, frostwaves, and nukes; Drake, Micro, and Zera can try to pull in enemies who don't see them coming because of Despair.

 

That being said, I'm more interested in the heroes that aren't making anybodies list (some of them surprise me, others not so much):

 

Brine

Kerrigan

Cain

Bio

Vorpal

MK

 

Leo

Shadow

Boros

Toxi

Grunty

Vergil

Tosh

Feral

 

Unix

Dustin

Erekul

Raynor

Jackson

Queen

Jakk

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You have to factor in people not being idiots and not tanking is E spell and buying warp shards, which reduces his damage output significantly and makes stacking it much worse than buying utility items. Then again I'm mostly theorycrafting because the hero has been banned in inhouses everytime I played except for maybe 2 games.

 

edit : to clarify my point you are very unlikely to hit all of your spells for their full duration, especially if players react to your build, so the scaling is not as good as the scaling on burst damage spells even if the numbers are similar

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Jackson

Drake

Vergil

Leo

Rory

 

What do you think? Seems pretty strong to me.

 

Jackson initiates first bringing all enemy heroes close together, Drake uses SHC to tele in and ulti, Rory drops a molo + stevie, vergil does his ulti and then Leo shows up to steal all the last hits.

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Title says it all, Which five hero's, in your opinions, form the best composition to insure victory? In a pub game, ih game?

 

I am not sure you can insure victory. Victory isnt really a thing, and in that sense is not subject to risk and subsequent financial compensation. I dunno, call Allstate they might have a more accurate answer.

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Drake

Micro

Brine

Cain

Null

 

Every component of this team has immense hard, AOE, cc and are quite tanky, including Null (relatively to other casters).

 

4/5 heroes also possess slows.

 

Drake, as a STR/INT, can do substantial damage and can instantly decide teamfights. He is laned with Brine, as his lance or Brine's tentacle can easily deposition an enemy hero to death (one before the other). If not, Drake can certainly run the enemy over with Brine's Q.

 

Brine is played as a support, with all the Korhal and Spell buffers. This, combined with his own passive resists, will give him massive resist end game while supporting his team. He must however have impact dial or warpshard or both, as this team comp is weak to range.

 

Micro is to be straight up tank. With a SHC, his utility alone is so supplementary to the already brutal cc here. an excellent initiation if none of the other ranged heroes on the team don't initiate. He lanes with Cain, as both of their slows will prove devastating.

 

Cain is the Tanky DPS carry. His AOE stun and free slow can instantly damn a hero. His damage, as we all know enough, earns him the carry role.

 

Null is the solo mid mage. He is to be build up AA-INT because too much of the team does spell damage. Due to the de-positioning skill shots of the other heroes, Null's stun can instantly make (for example) Drake's lance hit. He can also box people in once they are caught by any one of his teamates, or even box people into Drake's Ult.

His very potentially potent arcane sword 'sprinkler' is entirely positional based and All the tanks on the team help to maximize its damage.

To boot it all off, the time scale aura doesn't hurt.

 

Null is also the 'poker' of the team, as this team comp suffers from range (which is why I chose Null instead of Jackson). That is why every hero but Null should have SHC, to even further strengthen the cc of this team and help with range issues.

Null soloes mid because he is also an excellent zoner/pusher with his massive sprinklers.

 

gg

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Drake

Micro

Brine

Cain

Null

Replace Brine with Tosh. Your composition has very low damage output. Besides null isn't the best AoE caster. Drake initiation isn't enough to do significant amount of AoE damage with Null. Much better would be Vergil. With Tosh and Cain u already have enough stuns to kill any hero tossed by Micro. I don't really see any purpose of having Micro, Brine and Drake in one team...

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