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Introduction - The long/hard/off/suicide lane (Dire bottom, Radiant top) is typically a solo lane where the objectives are not to die, and to get whatever CS you can. Popular hard lane picks display a few key traits that allow them to survive the lane. Among these are mobility, range, and either a disable or escape move.
Hypothesis - What is the potential of running a Q/W Invoker in the long lane?
Preliminary Evidence - Going for a Q/W build offers Invoker all three of the above-noted traits present in other strong off-laners.
Wex's movement speed affords him naturally high mobility, which can be augmented by the Phase Boots and Drums (and later Eul's) that a Q/W Invoker will go for anyway.
His 600 attack range is the second-highest in the game, and equal to Mirana or Windrunner (other popular off laners).
Between Cold Snap and Tornado, he has the necessary disables to stave off gank attempts. In addition, Ghost Walk provides a second level of escape similar to Clinkz or Gondar.
Possible Issues - The way Invoker is currently played, as a utility/semi-carry, he needs farm. Due to the nature of his abilities, levels are extremely important as well. Invoker is not the kind of hero that can be level 1 after 4 minutes, as some off-lane heroes end up due to good pulling.
Resolution - Be a little more aggressive, relying on wards, your disables, and Ghost for a bailout. The offlane is only a real throwaway in pro games, and I imagine anything below that you still have a shot to stay on par. Ganks should be coming anyway, to hit the carry farming in the opponent's safe lane. That will create some room for you.
Thoughts?
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