I have a bit of a new team and we struggle a bit at drafting. I was wondering if you guys could throw out some examples of composition or an online resource that has some listed.
i.e. What a solid dive comp would look like, a warrior/bruiser comp, ect.
A simple google search brought this up. It seems like it is dated info, but it might help you form some preliminary guidelines for drafting. [Specifically, it appears to not have any heroes since KT.]
Crucial thing nowadays is that all good compositions have two melee's, typically a tank and a bruiser type hero.
For the rest just look at some general tier lists and consider the map a lot.
As for type of composition, the article posted by Motherfox gives an idea but is a bit broad and vague maybe. Typically i'd just say you have to think about dive vs poke and burst vs sustain about your comps. What is the teamfight plan. Do you have heroes with superb sustain who will the fight as long as it goes long, like illidan for example. Then enforce that and make sure you can counter their burst. Do you have great poke? Then try to enforce it with some disengage perhaps. Just think if you are best off with fights closely engaged or at range or short fights vs long fights and enforce the draft that way.
Bear in mind, though, that Hero League is a vastly, vastly different world in terms of draft to a competitive game, where the subtleties and individual quirks - giving/denying players known to be strong on a hero/weak against a hero - are more relevant. In HL, it is more important to draft the heroes that you are strongest on/that are strongest in the meta than drafting 'ideally', at least until you reach the very highest levels.
For example, drafting a niche hero like Azmodan that requires the rest of the team to draft around it is not something that is recommended in HL, although Azmodan compositions can be very strong on certain maps.
In general, it is best to draft what is best for yourself first, then best for the team, then best for the map, then best for the meta. As sad a reality as that may be, I've enjoyed far more success drafting the heroes I am strong with rather than what would be the correct thing to draft, even at rank 1.
On May 26 2016 05:58 Markwerf wrote:Crucial thing nowadays is that all good compositions have two melee's, typically a tank and a bruiser type hero.
Just lost a HL terribly after team asked me to go Sonya in addition to Stiches as tank. Opposing team had Anub, Dehaka, Thrall, Li Ming & whatever support. In every teamfight I got focused, impaled, dragged, if needed feral spirited, killed within three seconds max. Bad draft, bad play by me or bad play by Stiches who stayed somewhat back and happily threw hooks?
On May 26 2016 05:58 Markwerf wrote:Crucial thing nowadays is that all good compositions have two melee's, typically a tank and a bruiser type hero.
Just lost a HL terribly after team asked me to go Sonya in addition to Stiches as tank. Opposing team had Anub, Dehaka, Thrall, Li Ming & whatever support. In every teamfight I got focused, impaled, dragged, if needed feral spirited, killed within three seconds max. Bad draft, bad play by me or bad play by Stiches who stayed somewhat back and happily threw hooks?
Well if you aren't comfortable on the role then don't take it. But the second melee always has good value now imo, but there are a lot of choices for the spot. Not always sonya you want for it.
On May 26 2016 05:58 Markwerf wrote:Crucial thing nowadays is that all good compositions have two melee's, typically a tank and a bruiser type hero.
Just lost a HL terribly after team asked me to go Sonya in addition to Stiches as tank. Opposing team had Anub, Dehaka, Thrall, Li Ming & whatever support. In every teamfight I got focused, impaled, dragged, if needed feral spirited, killed within three seconds max. Bad draft, bad play by me or bad play by Stiches who stayed somewhat back and happily threw hooks?
Not sure how you play but one thing I've found out is that having peeling as the absolute maximum priority tend to work better in Pugs when there is no good teamwork or coordination. There is of course situations for diving squishies, but most of the time, just peel for your dps. Once their frontline is gone, you can overrun their backline. This thinking was from before so the release of new heroes might have changed things.
On May 26 2016 05:58 Markwerf wrote:Crucial thing nowadays is that all good compositions have two melee's, typically a tank and a bruiser type hero.
Just lost a HL terribly after team asked me to go Sonya in addition to Stiches as tank. Opposing team had Anub, Dehaka, Thrall, Li Ming & whatever support. In every teamfight I got focused, impaled, dragged, if needed feral spirited, killed within three seconds max. Bad draft, bad play by me or bad play by Stiches who stayed somewhat back and happily threw hooks?
Cant speak of the stitches player. But as Sonya, you are not a frontline so the correct play would be to stay back until stitches move in front. Same thinking as thrall pretty much.
So, I'll try to make a general guideline. Note that this is far from perfect and you have to understand this. With more experience you can (and definitely should!) deviate from this.
Every team composition in the current metagame, consists of 5 players (duh, thanks Toastie): - The Main Tank: A warrior like ETC, Muradin, Johanna, Stitches, Chen and potentially Diablo, Arthas, Dehaka. The former 5 are ideal and can work with brittle melee assassins, the latter 3 require a more buff frontline compagnion) - A Bruiser/CC Warrior: Characters like Sonya, Thrall, Anub'Arak, Artanis, Rexxar, Arthas, Diablo, Dehaka. A frontliner that can deal the damage but also take a hit or two. - A Support: Rehgar, Uther are the most valued. Kharazim, Malfurion and Lt. Morales can also work, but have specific downfalls. Keep in mind that currently, Cleanse is very important (effectively rules out Tyrande, Tassadar, Brightwing as solo supports) - A Ranged DD: For bursty compositions go for mages like Kael'thas, Li Ming, Jaina, (Chromie post-buffs?), Falstad (Mage). For more sustain damage compositions consider a character like Valla, Raynor, Falstad (AA), Greymane, Zagara. - A Flex Position: This can be anything. This is a pick that is either (or multiple) of the following: Map dependant (eg. Xul - Tomb; Vikings; Abathur), Comp dependant (Zeratul, Illidan), or a filler DD (usually ranged), or a counter to the opposing team (eg. Lunara vs no dive). In this last spot you can put essentially anything that rounds out your composition.
A couple of things to keep an eye on: Initiate. Sometimes a team lacks a clear way to initiate (you see this with Leoric or Stitches compositions. When the high cooldown ability misses (Entomb, Hook), the team can't really force a fight until the next cooldown). Heroes like Muradin or Thrall have powerful abilities that allow your team to close the distance and start the team fight.
Also keep an eye on your lockdown. You'll want at least 2 (ranged) interrupts for channeled abilities early in your draft, to deny your opponent from getting a character like ETC and denying interrupts.
Draft a solo-laner. Thrall, Zagara, Sonya, Chen, for example. You'll need these to keep the rest of your team more flexible and aggressive in the laning phase.
Lastly, remember wave clear. You can roughly put characters in three categories (good wave clear, decent wave clear, bad wave clear) regarding this, and this is where you will struggle. Heroes like Johanna, Xul, Sylvanas fit in the first category. Heroes like Falstad, Jaina, Rehgar fit in the second category, heroes like Tracer, Uther, Tyrande fall in the last category.
As a rule of thumb, you want at least 1 solo laner and at least 1 good wave clear hero OR 2 decent wave clears, but preferably more. Wave clearing gives map control, allows for faster rotations and more vision.
Note that this is extremely broad advice and undoubtedly contains some mistakes. Also, it is based on my opinion, so there's that. Take it for what it's worth to you, but DO NOT consider it the Hypermodern Testament or anything of the like ^^
And watch the Dreadnaught vid. It's of paramount importance.
Cheers for the replies guys. Still have less than 30 HL games, so I guess Bruiser is the role role I'll stay away from till I have more of a feel for engagements.