I think part of it is due to the fact the Medusa builds an early Linken's Sphere as a farming item. That combined with her natural tankiness lategame make it undesirable for the enemy team to target their spells on Medusa. I think that her tankiness and split shot also give her good sustained dps rather than the almost burst damage of other late game agi carries. This makes her less vulnerable to stuns/disables. Being 600 range also makes her less vulnerable to slows and stuns compared to melee heroes.
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tauon
Australia1278 Posts
I think part of it is due to the fact the Medusa builds an early Linken's Sphere as a farming item. That combined with her natural tankiness lategame make it undesirable for the enemy team to target their spells on Medusa. I think that her tankiness and split shot also give her good sustained dps rather than the almost burst damage of other late game agi carries. This makes her less vulnerable to stuns/disables. Being 600 range also makes her less vulnerable to slows and stuns compared to melee heroes. | ||
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Blitzkrieg0
United States13132 Posts
On January 22 2013 14:54 lazyitachi wrote: Why would medu have Bkb? Anyway, wouldnt her mana and HP pool already make her ridiculous? Getting skadi and linkens up will make her almost unkillable. Even with blademail unless all 5 enemies make blademail for that maximum self rape. Because all five of them made blademail. Why wouldn't you get BKB? | ||
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tauon
Australia1278 Posts
On January 22 2013 15:12 Blitzkrieg0 wrote: Because all five of them made blademail. Why wouldn't you get BKB? Blademail only lasts 4.5s. If they've invested that much gold in them, you can just wait them out. | ||
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lazyitachi
1043 Posts
anyway like tauon said.. let them blademail all they want.. if they do it all together.. they are just gonna die after the thing ends.. | ||
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LazyFailKid
Canada750 Posts
but I was wondering more if split shot applied things like nightmare and tiny's armor/stun passive, and it seems like it does. Pro medusa counter would be bane, just nightmare yourself and watch as she never gets an attack off since you get nightmare'd before the attack and if her team tries to stop it just attack whoever took it ![]() | ||
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igotmyown
United States4291 Posts
On January 22 2013 15:02 TheYango wrote: If she activates Satanic, she can attack into 2 Blademails without them effectively doing damage to her. But then they can get diffusal blade and purge the satanic. I always hoped some team would mass blademails against a tinker. And what's the best jungling route for axe? At first I played him like a normal jungle hero, but he's much more efficient (and ironically takes less damage) if you stack. Which actually allows you to apply more pressure to the lane since you're spending less time fighting neutrals. | ||
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Dead9
United States4725 Posts
generally the best start is scout nearby camps > stack ez > kill ez > kill 3+ spawn camp that isn't wolves > stack something | ||
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tauon
Australia1278 Posts
Edit: It was from the last Dreamhack tournament. | ||
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10734
340 Posts
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Baggage
Hong Kong593 Posts
Another neat jungling trick with Axe is that if you ever run into Satyr Camps, you should position yourself to avoid counter-helixing the range creeps. The majority of damage done by the range Satyr will be blocked by your stout shield and the extra attacks are really helpful in getting helix procs. | ||
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Ingenol
United States1328 Posts
On January 22 2013 23:39 10734 wrote: Why do we rarely see a dual lane mid? If you have a jungler it seems like a good idea to me to just abandon the hard lane, and go dual mid lane (if you don't have a very level dependant mid) + their mid will lose the lane most likely. Usually the heroes that play mid benefit from the early level advantage afforded by solo XP (that's why you see Panda, NS, etc. mid often). Having your offlaner there will negate this. | ||
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Baggage
Hong Kong593 Posts
On January 22 2013 23:39 10734 wrote: Why do we rarely see a dual lane mid? If you have a jungler it seems like a good idea to me to just abandon the hard lane, and go dual mid lane (if you don't have a very level dependant mid) + their mid will lose the lane most likely. Dual lane mid has significantly lower xp gain for both heroes and features a devoted support and carry. This forces your team to enter an extended laning phase as the carry hero will suffer significantly if his support leaves the lane. Unless you can easily predict the opposing mid or the carry has a significant matchup advantage, the support is pretty much stuck there. Although you do gain the farm and rune advantage, the level development of your heroes will be a lot slower. Since your supports are now tied down to the lane, this makes it much harder to stop early pushes whilst your carries are getting their core items. At higher levels of play, this can usually mean the loss of your offlane's t1 and t2 towers that allows opposing supports to gain gold for key items like mek/arcane boots etc. Remember, tower gold is much more valuable the earlier in the game rather than later. Finally, dual lane mid can be punished through smoke ganks from roaming supports. If their carry can safely free farm the top lane, it's pretty easy for the 2 supports to pop a smoke and gank mid. If both heroes in your dual lane die to the gank, it sets your heroes behind not just in gold, but more importantly xp. This will also help the opposing mid catch up in the xp and negate much of the advantage you've gotten by going dual mid in the first place. | ||
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Comeh
United States18919 Posts
On January 23 2013 01:32 Baggage wrote: Dual lane mid has significantly lower xp gain for both heroes and features a devoted support and carry. This forces your team to enter an extended laning phase as the carry hero will suffer significantly if his support leaves the lane. Unless you can easily predict the opposing mid or the carry has a significant matchup advantage, the support is pretty much stuck there. Although you do gain the farm and rune advantage, the level development of your heroes will be a lot slower. Since your supports are now tied down to the lane, this makes it much harder to stop early pushes whilst your carries are getting their core items. At higher levels of play, this can usually mean the loss of your offlane's t1 and t2 towers that allows opposing supports to gain gold for key items like mek/arcane boots etc. Remember, tower gold is much more valuable the earlier in the game rather than later. Finally, dual lane mid can be punished through smoke ganks from roaming supports. If their carry can safely free farm the top lane, it's pretty easy for the 2 supports to pop a smoke and gank mid. If both heroes in your dual lane die to the gank, it sets your heroes behind not just in gold, but more importantly xp. This will also help the opposing mid catch up in the xp and negate much of the advantage you've gotten by going dual mid in the first place. Generally you dual lane mid for a few reasons. Generally its run with the objective of killing the other mid laner repeatedly and forcing little to no farm on them. Also, its usually combined with the goal of having a large amount of map control and setting and early, agressive tempo. This is why we see Wisp / CK run as dual mid often - they can get early kills on the other mid hero almost immediately, having them mid usually allows a hero to be ran on safe lane (usually a carry) to get some kind of free farm (if they run aggressive trilane, it will probably be broken when ck / wisp hits 6). Depending on how important the other teams mid is, they may opt to dual lane mid themselves to try and come out even on the lane. Also, having the ck / wisp mid means you can usually do something to defend that push on the offlane t1/t2 | ||
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Erasme
Bahamas15899 Posts
On January 22 2013 16:43 igotmyown wrote: But then they can get diffusal blade and purge the satanic. I always hoped some team would mass blademails against a tinker. And what's the best jungling route for axe? At first I played him like a normal jungle hero, but he's much more efficient (and ironically takes less damage) if you stack. Which actually allows you to apply more pressure to the lane since you're spending less time fighting neutrals. cant purge satanic ![]() | ||
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Unleashing
Denmark14978 Posts
The satanic buff was based on the vampiric potion, right? If i remember correctly there was a time where satanic(the active) could work for ursa? Or is my memory playing tricks with me? | ||
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tauon
Australia1278 Posts
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Dead9
United States4725 Posts
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igotmyown
United States4291 Posts
http://www.gosugamers.net/dota/thread.php?id=698718 It definitely used to, don't know if they changed it. | ||
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ElegantSolution
191 Posts
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Firebolt145
Lalalaland34503 Posts
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but I was wondering more if split shot applied things like nightmare and tiny's armor/stun passive, and it seems like it does. Pro medusa counter would be bane, just nightmare yourself and watch as she never gets an attack off since you get nightmare'd before the attack and if her team tries to stop it just attack whoever took it 