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Duo-jungler: possible or too far-fetched a dream?

Forum Index > Dota 2 Strategy
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SWEETDUNKZ
Profile Joined January 2014
United States8 Posts
Last Edited: 2014-04-29 00:48:11
April 29 2014 00:13 GMT
#1
In case you weren't already tipped off by the title of the post, essentially, the idea is that the support/carry move from the bottom lane to the jungle and become a full-time roaming duo. The carry-jungle primarily delivers the last hits on neutral creeps and gets the kills while the other is a support jungler that mainly stacks camps, wards, and assists with kills. Right off the bat, I see a few advantages
By the way, I haven't tested any of this. Just kind of had the idea, thought about it a little, then decided to make some MASSIVE post about it. I realize that I could be totally wrong here, but I'm okay with that. I'd rather hear what y'all think about what's possible and what isn't in the current meta.

PROS:
1) can turn solo lanes into an aggressive 3v1 lane in the blink of an eye without the drawback of trilane experience leeching, which made old trilaning a less viable strategy
2) requires a lot more work and resources from the other team to shut down the duo in the jungle than just camping the lane and looking for overextensions/diving opportunities
3) a smart roamer couple could more easily look for picks and counter-jungling opportunities, ESPECIALLY at lower levels
4) tower diving would be much easier to coordinate or pull off
5) if both solo-laners survive, they'll have a few levels on the other laner(s) which could be the difference between a tier 2 and tier 1 ultimate that culminates in a successful dive.
6) in general just control the map; a few of the couples I've thought up (which I'll be listing later) offer a lot of either devastating play-making opportunities or equally devastating map control
7) faster clear in general, means more mobility through the jungle and ganks earlier
8) can work as a very effective counter to the following compositions/picks -

multi-carry oriented teams - I feel a roamer couple could be very effective at shutting down multiple carries in the mid or bottom lane
comps with non-durable junglers
teams with a majority of their heroes being not very mobile (rotations to deal with attempts by the roamer couple to push down towers would either be too slow to deal or the roamer support placed wards in the area between lanes and the couple+solo laner could get a pick)
vanilla push strats (in general, you're matching their composition but outclassing it by taking more towers down earlier, resulting in more global gold and shove-back of the lane that lost tower, making counterjungling and enemy jungler shut-down easier for the roamer couple)
turtle-strats: in general, the pressure you'd be able to apply with a duo roamer comp would make a late-game turtle much harder to pull off, or would at least put a turtle in a very delicate state. Hopefully by the 30 minute mark you've pushed down at least one tower in each lane and 1 more in both sidelanes. This could put you in a position to take roshans or take advantage of other gold sources on the map that the other team just can't take advantage of in a world where they're worried about a sudden splitpush or rotation to the opposite side of the map to take rax towers and/or raxes

I realize that there definitely are cons to this strats, so I'll list them.

CONS:

1) Failure really isn't an option - in a world where the duo mis-stacks too many camps or gives too many free kills or in general just doesn't succeed, the team is put in a really shitty position. Basically four heroes on your team have been starved of either gold or experience, which makes the game very difficult to win
2) Superior coordination by the enemy team = insta-loss. If they figure out what you're doing, they might start warding your jungle and looking for picks to make, which will put you significantly behind and the other team significantly ahead considering they're getting at least two kills, probably a bunch of assist gold and, if they're feeling sinister, they'll take your camps and set you even FURTHER behind
3) If you aren't succeeding in ganks or counterjungling, the enemy support/carry duo will have a significant lead on you. Considering they'll be getting to basically free-farm until you gank, they'll have a left load of cash by about 15 minutes. If you haven't either ganked for a kill or pressured them back enough by then, they'll probably start investing in some core items that will make pressuring that lane later or pushing when their carry is present much harder.

TL;DR: In a world where you dont succeed in ganking lanes or putting yourselves far ahead of the enemy duo, you'll probably fail unless you're running a resilient composition overall. If you succeed, however, you're massively ahead of the enemy team and basically shut down every lane without much room for failure.

SOME OF THE PAIRS I HAVE IN MIND WITH EXPLANATIONS AND SOME MATH SHIT TO HELP


(FYI: CJ = carry jungler, SJ = support jungler)

NOTE I'm going to just going to go really in-depth on one duo; afterwards, I'll probably just give some possible combos that I think are interesting, strong, or just really fun to play

2ND NOTE This will all be explained as though it's being done on radiant side. No dire-side examples or explanations exist in this post.

CJ: Blood Seeker, SJ: Ancient Apparition
[image loading] + [image loading]
PROS:
1) Pretty scary mapwide pick potential. If the Ancient Apparition can snipe well, Blood Seeker's Thirst combined with Ancient Apparition's Iceblast can result in a lot of picks, esp. of the enemy jungler if they just go too low or they try risky stuff like attempting a stacked ancient camp
2) Ancient Apparition's pretty stellar early game potential. With his magic damage amplifier (Ice Vortex, W), DOT+stun (Cold Feet, Q) and massive auto-attack buff (Chilling Touch, E) which gives +50 dmg on each auto-attack at level 1, Ancient Apparition can basically turn every gank into an almost guaranteed kill. I mean, let's just hash this out mathematically under ideal conditions:

The Math

I got the Basic damage/speed from Ancient Apparition, but most heroes' BAD and BAS are close to if not within the range given for Ancient Apparition's BAD Basic Attack Damage (BAD): 51 - 61 (we'll just go with the average, 56) Basic Attack Speed (BAS): 1.7
Cold Feet (Level 1): (37.5/Second4).9 = 135 the '.9' comes from Ice Vortex. All heroes except meepo and visage have a natural 25% magic resistance. Ice Vortex reduces that to 10%, meaning most heroes will still take the rest of the damage, which would be 90%) Ice Vortex (Level 1): 15% Magic Resist reduction Chiling Touch (Level 2): +60 dmg to each basic attack for 4 basic attacks
so let's say you gank mid and you, the mid laner, and blood seeker get the ideal four auto attacks off...
Total damage is 135+(((56+(60.9))4)*3) = 1320 damage, not counting the abilities from other heroes nor the damage reduction that comes from armor. To put that in perspective, that's almost double the vast majority of heroes' health at level 5.

Also, yeah, this is Damage in a vacuum, which isn't ideal for computing basic averages for what your damage will be like in a real game, but I think it's probably within the ballpark of the right answer.

3) The final advantage is the synergy between AA and BS. If you pop rupture on top of Cold Feet, the enemy hero has to either a) get stunned by staying still so as to mitigate the damage from rupture or b) try to move out of the range of the cold-feet proc-point and take the damage from rupture. Given that the min distance someone has to move to not be stunned by cold feet is roughly 700... Rupture level 1 does an initial 150 damage + 20% distance moved, so if they want to move out of Cold Feet's range, they'd have to take a total of (150+(700*.2)) = (150+140) = 290 damage

CONS: AA doesn't have the most solid CC in the game and blood seeker doesn't have a real distance closer, so they're reliant on ward dominance in the area and may require items like blink dagger to get the drop on someone before the victim figures out whats going on.

GENERAL STRATEGY
As Ancient Apparition:
Items: You're going to typically want to run two tangos and a courier, which will leave you with 275 gold (unless a kind soul on your team decides to buy a courier, in which case you will then start two tangos, leaving 425 gold left over.) Because you're not the one doing the tanking and Ancient Apparition isn't item dependent, you can just start with the two tangos and have a fair bit of gold left over that could go towards a hand of midas, Morbid Mask (just to stay totally healthy in the jungle), tier 2 boots, etc.

You're going to want put a point in chilling touch first because of the massive auto-attack bonus. If you want to, you can choose to tank the small camp if you have a really good reason, but I'd generally just let Blood Seeker tank it because of his Blood Bath (which he should skill first) which restores a pretty good amount of his HP. Your second skill should be Cold Feet, but I wouldn't bother using it on the camps; early on, it doesn't really have a lot of impact on creep DPS and blood seekers Blood Bath should make up the health that was lost due to you not using the slow+stun on the camp. Further, Cold Feet is 220% the mana cost of Chilling Touch and doesn't really make that much of a difference.

Once you hit level 3 or 4, you want to start looking for ganks, but make sure you have a decent mana pool for doing so. At level 3, you'll probably need at least 160 mana to cast the cold feed and chilling touch together, which is great damage because everyone in the aoe gets the buff.

Once level 6, though, you would be mainly looking for ults (in addition to soaking up exp, warding, and controlling runes.) Early game, Ancient Apparition's ult is really strong and can deliver the killing blow or weaken a laner/jungler just enough that they either have to back or play a little more passive, lest they give a kill to an ally solo-laner.
Your build should primarily focus on wards, invisibility dust, boots, midas, (situational) aghanim's sceptre, your choice of phase boots or power treads. I'd err on the side of power treads as switching the boots to intelligence gives you a nice amount of mana regen in the jungle that's really helpful. You should also be looking to buy disabling/enabling items (euls, mekansm, vyse, or, if you just have an inordinate amount of money lying around, orchid malevolence).
Skill order: E>R>Q>W

As Blood Seeker

Items: I'd generally start with a stout shield as you will be doing the tanking and will get a good amount of damage from Ancient Apparition's Chilling Touch anyway. Beyond that, I'd grab any number of Tangos or healing salves

If Ancient Apparition has to leave the small camp to stack the large camp before you kill the creeps and is out of range to soak the EXP, don't worry about delivering the final blow. If you can help it, try to kill the small camp creeps by about :55 or :56 so you can leave the camp, that way another small camp will spawn. In general, your goal should be to get as much gold as possible as FAST as possible, so you should either pick up a decent attack speed item (also, and either Ancient Apparition or Blood Seeker can do this, pick up a Vladimir's Offering. Just makes clearing a lot easier and basically means you leave the jungle full HP whenever you're fixing to gank

Some other duos I thought could be fun or decent

CJ: Life Stealer, SJ: Enigma
[image loading] + [image loading]

(LS ult in one of enigma's eidolons, enigma blackholes their heroes, send the eidolon into the middle of their team, LS pops and cleans up.)
CJ: Faceless Void, SJ: Ancient Apparition
[image loading] + [image loading]
(AA Ult on top of FV's ult + Basic Attack Buff = one massive faceless void level 6)

Anyway, what do you think?
TomatoBisque
Profile Joined March 2013
United States6290 Posts
Last Edited: 2014-04-29 00:55:40
April 29 2014 00:54 GMT
#2
I don't think you get enough gold/EXP from the jungle to really make this viable, what with the 6.79 nerfs and the better junglers already able to clear 3+ camps a minute. You are also really screwing over the rest of your lanes by making them play 5v3 while your only support is babysitting some shit like a Void or BS in the jungle.

You pretty much already "duo jungle" by virtue of having a jungler if your support is pulling properly, since one guy is pulling the small camp and 1-2 more (depending on Rad/Dire) and the "full time" jungler is taking the rest.

You're also listing synergies between heroes but I don't really see a reason why that means they have to jungle together?
rip
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
April 29 2014 01:33 GMT
#3
Exp is a problem, unless the support helps to kill, while the farmer gets most of the gold/exp.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-04-29 02:16:41
April 29 2014 02:14 GMT
#4
There's not really a good incentive for the carry to ditch the lane when there are full-time junglers that have both higher farming speed in the jungle and have better ganking effectiveness when paired with supports. Stuff like SD+Chen or VS+Enchan are already staple combinations in competitive play.

Also, an empty safe lane early game is pretty much a giant red flag that your team is looking for kills.
Moderator
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
April 29 2014 02:38 GMT
#5
oh boy
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
Gaius Longinus
Profile Joined October 2013
United States38 Posts
April 29 2014 02:38 GMT
#6
Seems high risk without a high reward. Some vods of you performing this strat with some friends might change my mind though. I'm a visual person, gotta see things in action.
Know every solution to every problem ever solved.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
April 29 2014 02:57 GMT
#7
best duo jungler is skeleton king+ursa.
Caladbolg
Profile Joined March 2011
2855 Posts
April 29 2014 03:34 GMT
#8
I'm a fan of offlane jungle, especially if their trilane consists of multiple stunners or heroes with slows. Why not 3 and 5 position in the jungle? Get a greedy 3 without an escape mechanism or a 3 which normally doesn't survive vs trilanes (i.e., not cent, timber, bh).
"I don't like the word prodigy at all. To me prodigy sounds like a person who was 'gifted' all these things rather than a person who earned all these talents by hard training... I must train harder to reach my goal." - Flash
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
April 29 2014 07:03 GMT
#9
God I wish this would work. I'd believe it was somewhat possible if we were talking AoE clear + mass stacking... say, Dark Seer and a stacking bitch, or KotL and Pugna, or some other combo that could set the goal of "Okay, let's get a LULZFAST Necrobook / mek / item we can do something with and then abuse that timing"... but the honest truth is that even if it did work, it'd still be a gimmick at best.
I'm actually Fleetfeet D:
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2014-04-29 08:22:49
April 29 2014 08:08 GMT
#10
People need to jungle less in pubs, not more :<

Even at 5k (and probably higher) rating people will still dont give a crap about securing safelane carry or mid farm. Gotta get that midas on Doom/Prophet or Blink on Axe or similar. Every time I see another post of "get level 6 and this much farm with hero X in the jungle in Y minutes" I cringe a little since I'd hate having another jungler in my team who afk farms while our carry gets contested, or worse, shut out of farm completely. Latest culprit was sand king who you could expect support from before his last buff but now every pubbie is a "jungle SK" that "is not a support" so he doesnt need to buy wards or give a crap about his carry. Fuck the carry, gotta sandstorm these camps instead.
zezamer
Profile Joined March 2011
Finland5701 Posts
April 29 2014 08:14 GMT
#11
how can sk help a melee carry ? like if you go 2 melee vs stronger duo you gonna lose anyway ?
Laserist
Profile Joined September 2011
Turkey4269 Posts
Last Edited: 2014-04-29 12:11:23
April 29 2014 09:12 GMT
#12
On April 29 2014 17:14 zezamer wrote:
how can sk help a melee carry ? like if you go 2 melee vs stronger duo you gonna lose anyway ?


If you are able to pick a dedicated jungler/gank duo, you can also build up a strong trilane too.

Aside,
Jungle xp really sucks after 6.79, even for dedicated junglers. Sharing it with another non-support, you put cores there, will slow down the game considerably imo. You'll put pressure on your sidelanes & mid too.

Stacking and pulling with a dedicated another jungler, I assume safelaner can 1v1, into gank easy or mid is better in terms of xp and laning.
If you prefer ganking, why not pick a strong 2 man ganking duo like mirana-sd/shaman or lesh/sd? You can gank starting from level 1 with these picks and your jungle duo will be at level 3-4 when solo laners have 6+ levels which gives an immense lead both in levels and items.

I might be wrong since I theorycraft here but I'll not be convinced until at least a tier 2 team manage to do it and gain an advantage over standard play.
“Are you with the Cartel? Because you’re definitely an Angel.”
nojok
Profile Joined May 2011
France15845 Posts
April 29 2014 11:17 GMT
#13
Why not just pick a good jungler + a support? Besides some lanes can jungle a bit without pulls like CM or veno or if you're radiant you can just abuse they're so good wood setup.

Concerning AA + BS combo, how do you gank if the ennemy just TP out? How do you defend T1s early? How do you not get crushed by opposing team TP, no escape at all. 4o5 is already tough when someone goes something like LC, naix or ursa woods, but a 3o5, omagad.

I guess it can work but anything can work in pubs
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
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