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Cpteleon

[Role] Solo

Jul 3rd, 2015
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  1. I wrote a short guide on solo a while ago. It's not too indepth but hopefully it helps. If you have any further questions feel free to ask.
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  3. #Solo
  4. ##General
  5. ###Introduction
  6. As a solo laner, your main goal is to beat your lane opponent. This doesn't necessarily mean getting a whole bunch of kills on your opponent (although that's certainly one way to do it), but simply that you want to put pressure on him. This is also why Gods with good sustain are often played in solo; they can beat their opponent simply by outlasting them. If your opponent constantly has to back while you get to farm up you're doing your job just fine. With the recent changes to the buff timers you'll have a blue buff 66% of the time, which allows you to use your abilities more often and thus stay in lane even longer.
  7. ###Typical Gods
  8. As with all lanes, the Gods you'll see in the solo lane can change very quickly, either by a shift of the meta, patches, or even just people seeing pro's play a certain God. There are, however, certain types of Gods that you'll be likely to find more often in the solo lane than others. Generally, these are Gods with good sustain and Gods that can hold their own in a fight. In most games, that's gonna be your Warrior or potentially a Guardian. Quite a few of them have sustain in their kit (or they use DT to heal up) and they're not bullied out of lane very easily. There are some other Gods that you can play in solo, such as Cama, but those only work with a specific play style or certain team comps so in general, Warriors are a safe bet.
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  11. ##Building
  12. The solo lane is all about counterbuilding. This means that there's not really a set solo-build for any individual Gods, you constantly have to look at the enemy in your lane aswel as both teams to see which item might benefit you the most. For a short introduction to counterbuilding, you can check [this guide](http://pastebin.com/UTUSM2y9) I wrote a while back.
  13. ###Useful items
  14. ####Start
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  16. **Bluestone Pendant**: Commonly picked up on earlygame ability based warriors (e.g. Vamana) to outpoke and outfarm their opponent. The DOT increases your DPS and the MP5 is nice to keep you topped off in mana.
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  18. **Death's Toll**: A fantastic starter for anyone who can reliably land autos (e.g. Osiris / Erlang Sheng). The extra health and sustain lets you outtrade your opponent.
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  20. ##Gameplay
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  22. ###The Start
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  24. Currently, Solo laners usually start in lane before rotating to whatever they think they can take (fire imps, your buffs or the enemy buffs, depending on your teammate, your push and your enemies).
  25. ###Earlygame
  26. The early game is all about outplaying your enemy. Getting a kill is nice, but not required. You want to win your lane, you want to push your enemy under the tower, make him lose gold, open up the map to your team while restricting it for the enemy, make your lane opponent fall behind. Before the 10 minute mark, 3 fire minions (or gremlins) spawn in the firegiant pit, if you have pressure, grab those. Constantly getting those can lead to a good and oslid lead. If you can, get a kill, if you can't, make him lose exp and gold, get damage off on the tower, etc. This is where it really comes down to your individual player skill and your ability to manage your ressources (HP, MP, minions) properly. While you might occasionally get ganked by their jungler, you'll probably be in a straight up 1v1 most of the time. This doesn't mean that you should become rekless as you could always get rotated on, it just means that you'll be less involved in team fights early on than a mid player would. You'll also be less likely to have to rotate yourself - unless you have a God that fits that playstyle (e.g. Apollo) or your so far ahead that you can afford to rotate without falling behind.
  27. ###Midgame
  28. This is usually around the time when the first tower falls. Most often one player rotates to aid his teammates while the other pushes a tower or one of the solo players scores a kill and has enough momentum to take the tower before his enemy comes back. From there on out, you'll have to be in teamfights a lot more. You should still try to farm your lane and push towers (especially if you're behind and have to catch up) but it wont be as easy for your enemy to punish your rotations - you have a little more room to maneuver. Try to aid your team in fights, take objectives or gank your enemies.
  29. ###Lategame
  30. Depending on the type of God you chose your role can vary greatly. If you're playing a warrior, chances are you'll have a semi-tankish build by now, as bulkiness is a must on most warriors. As such, you'll often end up as your team's second backbone, being there to provide support and stay alive besides your tank. Control, CC and initiations are more important than dealing straight up damage. If you're a mage or an ADC dealing damage might be exactly what you're supposed to do. You wont be farming your lane (a lot) anymore, so unless you're going for a split push you should try to team up with your mates, take objectives and push lanes together.
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