Friday, August 14, 2015

The International 5 Part 2: All Things Heroes

Lets talk heroes. There were winners and there were losers. Let's start with the biggest loser: Queen of Pain.

The biggest disappointment hero-wise for TI was the Queen of Pain. She had a paltry 25% win rate over 20 games. This poor showing demonstrates that not even professional player can avoid every trap. In a future post I'll touch on this, but the basic idea is this: QoP gives players the impression that they are having a huge impact on the game when, in greater context of the game, they are. Part of the problem for for QoP was the patch. During TI, the mid lane lacked heroes that could reliably win their lane and contribute to the late game. Teams had to chose what they wanted in a midlaner: win the lane or have a strong late game. This, of course, except when they could pick Lina, who I'll talk about next. For now, back to QoP. Heroes exert pressure on the enemy team in three forms: lane pressure, map pressure, and direct pressure. QoP is supposed to be a lane dominator and she is. She's the reason that we didn't see more melee mids picked (like ember, dk, TA and others.) The problem is that after the laning stages, she lacks the ability to sufficiently and directly pressure the map and heroes. Her spells are AOE and don't offer the direct pressure in the form of single target pick off potential that a Lina or Storm do.  Nor can she can't stand and bang with carries like an SF can. She doesn't push towers particularly fast and can't contribute much to taking Roshan, so her map pressure is negligible. I wish that more players had gone for aghs into necro book so that she could contribute more to Roshan, offer more pushing potential, and threaten to pick off supports with minimal risk to herself. Sadly, only Waga advocated this.

Lina was the biggest winner at 62.5% over 32 games (the most picked hero, I might add) for TI. Teams resorted to relying on her to burst down the golden BKB wearing cores of the opposing squad. Her attack range, stun, aoe damage, and single target burst lend her to be a flexible pick, either in the midlane or as a support. Linas popularity stems from the most stable carry for TI being the Gyrocopter. He, usually, relies on BKB to ensure he outputs maximum damage. The airship does magical and physical AOE damage, both of which take time to dish out. What better way to deal with it than to kill him before he gets a chance to flack down your whole team. The other reason why is that she stays relevant during the entire game. 

As for other midlaning heroes, Storm saw a 50% win rate and SF was at 33.33%, both over 18 games. Templar Assassin at 71.43% win rate over 7 games, puts her at the second best mid hero. 

There were many other winners and losers in terms of heroes. Here are some notables with a short explanation:

  • Antimage - seen as the second most stable carry. strong against teams containing storm. Watch the IG vs Secret Game 1 or Navi vs VG best of 1 for reasons why this hero was picked. Even with only a 40% win rate, teams had to change how they played to minimize his effectiveness.
  • Bounty hunter had a 92% win rate.This hero is broken. If you know how to play him, you should be spamming this hero in pubs. For pro players, he allows them to get back to parity or get very far ahead with just a few track kill.
  • Shadow Fiend - while Artzeey's performance on this hero were nothing short of amazing during TI, the hero just didn't perform. He was looked at favorably for teams on the Radiant side because of his easy access to the two jungle camps, however, he just didn't perform. This is another hero that was picked because of the lack of viable mid-laners.
  • Techies - I would be remiss if I didn't mention everyone's *least* favorite pub heroes. As AUI_2000 said "Techies is only fun for the person playing with him." Techies single handedly helped EG win TI because CDEC had to ban it every game; they weren't prepared to play against the suicide squad, with or without Tusk.
  • If Gyro is the most stable carry and Antimage is the second most stable carry, then Phantom Lancer and Luna tie for 3rd. Luna started seeing more play toward the end of the tournament as teams sought 1 position heroes when a combination of banning and picking removed AM, Gyro, and PL from the pool. Luna is comparable to gyro. She has does burst AOE magical damage in the early stages of the game and then transitions into a machine. Her push is better because of the bouncing glaives but enemies that spread out wisely don't take as much damage compared to a flack cannon.
  • The final winners I want to touch on are the supports. The tournament meta centered around getting the best midlaner and position 1 hero, both from a limited pool, and then countering the opponents picks with strong supports. Bounty Hunter, Earthshaker and Winter Wyvern are my top three supports for this tourney, but Disruptor, Visage (with 100% win rate over 5 games), Lion, Crystal Maiden, Naga (while only a 30% win rate, was banned almost every game against Secret and EG, among others), Spirit Breaker, Tusk, and Rubik all had over 50% winrates. The wide variety of support play is a hopeful sign for things to come.
What are your winners and losers for heroes this tournament? How do you think this will impact the pub meta in the long run? Let me know in the comments.

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