Oxygen

Lucio Patch Meta Tier List (Febuary 2017)

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Our third Heroes of the Storm Meta Tier List for the month of Febuary 2017 has arrived!

Welcome to Icy Veins's Meta Tier List for the Lúcio patch. The goal if of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list - including this very one - should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game.

Using the list

As stated above, tier lists are easy to mistake for gospel. As new strategies are discovered and experimented with, so changes the perception of the relative strengths of each hero. Tier lists still prove to be useful as a snapshot of player expectations in terms of drafting. Although it is generally considered preferable to focus on high tier heroes (Prime and Core tiers), it is important to note that Heroes of the Storm's wild character and map designs make it so that any given hero's tier position is prone to fluctuate depending on the situation at hand.

One classic example of such is that of Kerrigan on the Infernal Shrines map. Although we currently judge her to be a mid-tier hero, her drafting priority shoots up to first-pick or first-ban material on this specific map due to the nature of its objective. Certain heroes also synergise so well with each other that the sole fact of having the opportunity of drafting them together is generally enough to increase their potential. Tassadar and Tracer, for instance, are generally nightmarish to deal with for many. There are too many examples of these interactions to reasonably produce here, but we invite you to consult our guides to know exactly where and when each hero shines. The guides have been linked in the lists below for your convenience - just click any of the hero names to access them.

If you're newer to the game, also consider visiting our glossary for a comprehensive list of discrete Heroes of the Storm terms.

New this month!

As per usual, a big 'thank you' to everyone who contributed to last month's list. Starting this month, I'll be giving bits of insight on some of the more notable tier changes.  You may note that this list features not one, but two new heroes! This is a small side effect of waiting around the middle of any given month to update this list. As a reminder, since last month, the number of arrows next to individual hero names represents the number of tiers they have gone up or down from. Refer to the last section for this.

Additionally, a + or - sign (or several of them) indicates short-to-medium term predictions (which is to say, about a month) for tier increase(s) or decrease(s), respectively. These may be updated after significant balance patches.

 

Prime Tier

Warrior Assassin Support Specialist
Artanis Ragnaros Malfurion -
Varian (Tank)-      

Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches.

 

Core Tier

Warrior Assassin Support Specialist
Dehaka Falstad Brightwing Murky↑↑--
Diablo Gul'dan Lúcio (New) Nazeebo
E.T.C. Jaina Rehgar Sylvanas
Johanna Li-Ming    
Sonya Samuro    
Zarya Thrall    
  Tychus-    
  Valla    
  Zeratul    

Core tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed.

 

Viable Tier

Warrior Assassin Support Specialist
Anub'arak Alarak Auriel -
Arthas Chromie Kharazim  
Chen Greymane Lt. Morales  
Leoric Kael'thas Tassadar  
Muradin+ Kerrigan    
Rexxar Lunara    
Tyrael Raynor    
  Valeera (New)    
  Varian (Damage)    
  Zul'jin    

Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders.

 

Niche tier

Warrior Assassin Support Specialist
Cho'gall Cho'gall Li Li Abathur
Stitches Illidan Tyrande Azmodan
  Nova Uther Gazlowe
  The Butcher   Medivh
  Tracer   Sgt. Hammer
      The Lost Vikings
      Xul
      Zagara

Niche tier heroes have niche application on certain maps or for certain team compositions. They are generally picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear.

 

Bottom Tier

-

Bottom tier Heroes are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, these Heroes are generally avoided by most players.

 

Monthly metagame assessment

If I could describe the last month and a half's metagame with one word, it would probably be nothing, because I'm currently being chain-stunned and can't take any action.

Support heroes without access to Cleanse certainly struggle, which is why I'm skeptical about putting Lúcio, the latest addition to the cast, anywhere above the Core tier, despite solid win rates I expect will soon go down as people figure out how to better deal with him (i.e. stop chasing him). It should be noted that after level 16, his win rates jump up dramatically, thanks to Rejuvenêscia being on the very powerful side of things. If someone else can handle crowd control, I'm inclined to see him as a top tier hero.

The Cleanse point is further exacerbated by Murky's outrageous newfound dominance, with Octo-Grab being the ultimate (or should I say, Heroic) stun button, earning him a steep 3-tier promotion. Although his recent success may even justify a Prime tier position, I'll play this one conservatively and allow players to figure out just how to counter the murloc, who hasn't seen any serious play in nearly two years. Core tier it is, but he's certainly on the watch list for an impending promotion if things don't go as planned.

Valeera also possesses her own baked-in powerful stunning effect in the form of Cheap Shot. This is particularly relevant due to the most recent buffs that will certainly cause her to rise in popularity and in effectiveness, in spite of Cheap Shot itself being nerfed by some 0.25 seconds. Although on the lower end of the win rates spectrum, I suspect she falls into the Medivh category of high potential, difficult to master heroes. Some of her counters (Protection Varian, notably) are currently very popular, making it difficult to justify anything above Viable tier.

While we're on the subject of Protection Varian, it would seem that the buffs to Parry-related talents and the recent shuffling of his utility (on top of the Taunt buffs) have finally caught up to the average player, as thousands have begun to grasp the advanced concept of following up and attacking stationary targets. This goes to show that a dismal early game presence can be made up by a strong, meta-defining heroic ability.

In response to this new Prime tier contender, two of the most popular tanks have begun to slowly disappear, with Diablo and Muradin each taking a tier hit. If Diablo has been the target of some very recent nerfs, on top of players figuring out his one-trick-pony-esque playstyle, Muradin's skillshot-based stun (in the form of Storm Bolt) can't seem to find a place in a highly point-click oriented metagame. Both heroes are still strong, but not nearly as contested as they were before.

Alarak and Thrall are two heroes that are also suffering in this meta. Both are without instant gap closers to punish mispositioning or get out of trouble or burst damage to effectively follow up on crowd control. While Thrall remains a strong solo laner, Alarak certainly is the one that suffers most as of lately.

Sonya has recently seen some very nice buff, and, unlike the two former examples, is rather resilient to this crowd control heavy meta. She can even decide to partake to it with Leap, should you feel that the damage and survivability of Wrath of the Berserker are unneeded.

Finally, Greymane, Rexxar, and Tassadar all saw small or big revisions to some of their talents and abilities, and it has done much needed good to their state. Greymane is particularly interesting in his newfound ability to threaten tanks through Cursed Bullet, something that was once reserved to Tychus.  If the general public has yet to adopt the wolf, it has slowly started to adopt the bear: Rexxar's win rates are going through the roof, and he's seeing more and more play, and particularly on maps that require holding specific objectives. As for Tassadar, his role as a "secondary healer" has been solidified with a much needed damage potential increase, in the form of Archon and consistent slowing effects.

 

Feb 28 balance patch edit

Murky, Tychus, and Varian (Tank) have all been hit by a recent balance patch are expected to go down a tier; Murky might be hit by two, though we'll wait a bit and see. The results is that Muradin, who was overshadowed by Varian and soft-countered by Tychus (on top of being less-than-stellar against Murky) should go up a tier. I went ahead and introduced the +/- rating suggestion that was made in one of the earlier comments.

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Very solid arguments, as usual. It is really good to see Murky finally getting some love. I'm curious to see which Heroes they will rework next. I know for sure that Uther is on the line for reworks (which he really need).

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2 hours ago, Valhalen said:

Very solid arguments, as usual. It is really good to see Murky finally getting some love. I'm curious to see which Heroes they will rework next. I know for sure that Uther is on the line for reworks (which he really need).

Uther was announced as a rework, yes. I'm not too sure either; they've touched up on the whole roster now.

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I'm glad I'm not the only person who's noted the value of Cleanse has shot through the roof, when it was already an invaluable asset to have, along with a cc-chain fest happening in many games. 

Do you think they'll buff either the cooldown or even self-cast again? I'd be happy with even a minor duration buff. 

On the subject of Lucio, I have to agree with the conservative placement of him; he feels like a win more hero, lacking the raw utility and flexibility of Support gods Malfurion and Rehgar, especially solo. Lucio has potential for sure, and can be fun to play, yet, like Tyrande whom I also love playing, I would avoid picking them in draft unless we were going for a double Support. 

Edited by Plergoth

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I think lucio is actually very solid, but the lack of a cleanse is tough. OTOH, double support meta is looking better and better anyways (especially with aggressive healers like rehgar and tass in the mix) and lucio can be friggin crazy for an even slightly coordinated team; I expect to see him creep up in popularity as people learn how to work with him.

 

Cursed bullet on greymane is nuts; don't sleep on this greymane players, he is hot right now imho. the 20 talent is bananas and can straight up do like 7k+ damage against clumping teams.

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I remember during my LoL days reading patch notes about 2 or 3 years ago, I believe it was about Rengar or some other hard hitting jungle / ganker. Like HotS, they have developers comments to elaborate on changes made. 

This particular one was "Hahahahahahahahaha. Oh dear." 

I feel the exact same about Murky right about now, his late game power is just absolutely nuts, but I'm hoping people remember how to deal with him soon. I got called an idiot earlier in HL by a Valeera for not killing an egg in brush at the bottom point on Sky Temple after I burrowed there on Dehaka and killed him before taking control of the temple and ignored the egg... which Valeera subsequently destroyed and got Slimed by the Egg Hunt, before being chased around at 25% hp by a refreshed Murky and enemy reinforcements. /facepalm

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13 hours ago, Voltorocks said:

Cursed bullet on greymane is nuts; don't sleep on this greymane players, he is hot right now imho. the 20 talent is bananas and can straight up do like 7k+ damage against clumping teams.

Absolutely. I changed the recommendations in the guide in favour of it over GftT.

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8 hours ago, EDGE1 said:

Is Zeratul truly invisible in this list?

You can't see the shimmer? ;)

 

But seriously, I can find him either o.O

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10 hours ago, EDGE1 said:

Is Zeratul truly invisible in this list?

Uhh, I did not delete him by accident when I was working on the formatting. I swear...

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Wanted to play a little before really commenting on Murky, but I feel he moved too far up the list. He definitely finally deserved to abandon his own murky tier, but core feels a bit too far. Nazeebo and Sylvanas are still superior in the meta to him. Especially with the lack of a specialist the tier bellow, I think he fits right in that gap.

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8 hours ago, Laragon said:

Wanted to play a little before really commenting on Murky, but I feel he moved too far up the list. He definitely finally deserved to abandon his own murky tier, but core feels a bit too far. Nazeebo and Sylvanas are still superior in the meta to him. Especially with the lack of a specialist the tier bellow, I think he fits right in that gap.

With a 60% win rate in masters+ leagues, I'm inclined to believe he belongs a tier higher than my conservative placement. He's currently the highest winning hero, and it isn't going down unlike what I had predicted.

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Thank you so much Oxygen for your informative meta tier posts.

The first I read was Zuljin's patch. Before I read it, I thought that Artanis and Malfurion are first ban/pick material. After reading it, I expected Thrall to be demoted but not Diablo or Rehgar.

I have a few questions and suggestions:

1- You didn't explain why Rehgar got demoted, did you ? I still think he is prime tier material (maybe slightly below Malf). He has respectable win rates and is being still chosen a lot in esports. Among main supports, I think Malf followed by Rehgar are still first picks.

2- When you talk about win rates, do you take overall winrates or high-level play winrates?

3- When watching some e-sports matches, I think Medivh and Xul deserve to be at least viable tier. They are viable in high level play unlike others in niche tier.

 

Suggestions:

1- Why don't you put a sign (for example a + or a - ) on heroes expected to be promoted or demoted, respectively ? I think this can enhance our understanding of the meta.

2- I am not sure if this is available or not on this website or other, but I didn't find a topic or a list showing strong heroes for each map. I know in each hero guide there are his strong maps, but this does not help me when - for example - I am drafted to braxis holdout, I want to quickly review "stronger" heroes in this map so I can choose better. I believe such a list can be used in addition to the above list, because some heroes can potentially jump a tier (or maybe two) in certain maps.

3- What do you think of making a short list of "unofficial" classes/roles, and which heroes shine in these roles (eg Bruiser:Sonya, Tank:Johanna/Muradin, Offensive support:Tassadar/Kharazim etc.)

 

 

Thanks a lot !

Edited by supern0va3000

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12 hours ago, supern0va3000 said:

Thank you so much Oxygen for your informative meta tier posts.

The first I read was Zuljin's patch. Before I read it, I thought that Artanis and Malfurion are first ban/pick material. After reading it, I expected Thrall to be demoted but not Diablo or Rehgar.

I have a few questions and suggestions:

1- You didn't explain why Rehgar got demoted, did you ? I still think he is prime tier material (maybe slightly below Malf). He has respectable win rates and is being still chosen a lot in esports. Among main supports, I think Malf followed by Rehgar are still first picks.

2- When you talk about win rates, do you take overall winrates or high-level play winrates?

3- When watching some e-sports matches, I think Medivh and Xul deserve to be at least viable tier. They are viable in high level play unlike others in niche tier.

 

Suggestions:

1- Why don't you put a sign (for example a + or a - ) on heroes expected to be promoted or demoted, respectively ? I think this can enhance our understanding of the meta.

2- I am not sure if this is available or not on this website or other, but I didn't find a topic or a list showing strong heroes for each map. I know in each hero guide there are his strong maps, but this does not help me when - for example - I am drafted to braxis holdout, I want to quickly review "stronger" heroes in this map so I can choose better. I believe such a list can be used in addition to the above list, because some heroes can potentially jump a tier (or maybe two) in certain maps.

3- What do you think of making a short list of "unofficial" classes/roles, and which heroes shine in these roles (eg Bruiser:Sonya, Tank:Johanna/Muradin, Offensive support:Tassadar/Kharazim etc.)

 

 

Thanks a lot !

Hello, and thanks for the comments. Let me try and go over your points.

1 - Rehgar is still good, but the sole reason he was considered top tier - the Bloodlust shenanigans - is no longer as popular or as impactful. The main heroes that benefit from Bloodlust have fallen themselves (Thrall, and to an extent, Zul'jin), while the rest must compete with more "metaesque" heroes. I think Lucio might be better than him, but we'll need a bit of time to see.

2 - I generally look at high level winrates, i.e. master league +. If I don't have enough data, I'll add diamond league. Anything below that is completely chaotic, with games coming down to which team is most coordinated as opposed to which team has the better draft. If only they read Icy-Veins!

3 - Esports games are in a class of their own. Coordination goes a long way with making unusual strategies work, and tier lists don't generally apply there.

 

1.1 - I could. I'll mull this over.

2.1 - I see what you mean. We used to have map guides, but they were pretty complex to maintain up to date. I can't think of a resource that currently does that... hrm. I'll see what we can do.

3.1 - I don't like the role system to begin with. I think the best team compositions are those that work best together, regardless of Blizzard's self-imposed system. Yes, in general, you want a tank and a healer, because the game was designed as such, but I can't really see the point of focusing on roles more than it already is. I feel they tend to hinder player creativity and at worst pigeon hole team compositions.

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On 2/23/2017 at 3:35 PM, Oxygen said:

3.1 - I don't like the role system to begin with. I think the best team compositions are those that work best together, regardless of Blizzard's self-imposed system. Yes, in general, you want a tank and a healer, because the game was designed as such, but I can't really see the point of focusing on roles more than it already is. I feel they tend to hinder player creativity and at worst pigeon hole team compositions.

I can certainly agree with this.  It's weird that heroes get defined by the labels put on them.  Tyrande is stuck with the support label, but she provides quite a deal more than healing with her ability to significantly increase damage.  She's almost like a weak ranged assassin with one healing basic ability.  And then there's Nazeebo who is just an assassin with weird abilities, yet he got stuck with the "specialist" label.

I also do enjoy creative comps.  It's nice to see a team try something experimental.  I recently won a game in hero league without a support character-we all took heroes with enough self sustain to survive the laning phase (Kerrigan, Varian, ETC, Gul'dan, and Ragnaros), and we had enough pick potential to quickly turn any fight into a 5v4.

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On 2/27/2017 at 8:42 PM, supern0va3000 said:

Dat massive Varian nerf =(

Yeah, Tank Varian is going to take a hit. Colossus Smash might see some more play now, however. It hits hard.

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      Before course-correcting a game gone sideways, you must stop the bleeding. “If something goes wrong and the fight starts badly, you just want to back off and avoid losing more people,” POILK said. “You always want to gain something in exchange for losing the objective, even if it's just catching some soak from waves.”
      Enter ‘trade pushing’. A trade push is essentially giving up the objective on purpose in exchange for making progress elsewhere on the map. “Trade pushing during an objective you can't contest is a key part of returning to even footing,” POILK said.
      To understand trade push, you must first comprehend the cardinal rule. “Soaking experience is the most important part of Heroes of the Storm, especially in the early and midgame,” POILK said. “If your opponent commits five people to do the middle Shrine but you get soak and structures on both top and bottom, that is a lot of experience gained. After level 20, soak is not that important.”
      Structures are not Everything
      Only one team is destined to destroy the Core, but there will be several small windows in which your team can safely soak and siege without fear. “The objectives don't really get super-strong until the late game,” POILK said. “The second Punisher on Infernal Shrines usually just gets a fort. With a coordinated team you could easily get a fort on your own with the amount of time the enemy team spends doing the objective.”
      The 'Rage Push' Play
      We covered the Hail Mary Boss play yesterday, but there is a dire play to be made in every situation. “A desperation play you'll see on Dragon Shire is where the team that is hopelessly behind will take the Siege Giants and bottom Knights to mount one last rage push. That’s what Team Dignitas calls it. You're hoping for a lucky pick and some structure damage to get back into the game that way. Sometimes just brute forcing is the best chance you'll have to get back in the game. Those circumstances are rare though.”
      Fighting for the objective is often the most straightforward path to victory, but when you’re trying to come from behind you want to minimize your exposure to the enemy team. "On Infernal Shrines, it is very common for the experience levels to be 13-12 when the second Shrine spawns,” POILK said. “For whatever reason the losing team always makes the mistake of forcing a fight during this. If the second Shrine spawns top, you want to hide from the map before pushing bottom lane with your minion wave. This forces the enemy team to choose between pushing with the Punisher and defending, which usually gives you enough time to catch up in levels.”
      Never Give Up; Never Surrender!
      Team Dignitas mounted a comeback of their own against Gen.G Esports in the grand finals of the Mid-Season Brawl. POILK recently played a pretty major role in a great example of running back a game that looked all but over. “Our shot calling is very good—we are always looking for a way back into any game we might be losing,” he said.
      In their match against Gen.G Esports on Towers of Doom, Team Dignitas did just that—patiently waiting for their Storm Tier Talents to even the playing field before wiping their Korean rivals. “I don't really remember what the coms were, but I know we weren't totally sure we could end. I said I could take bottom Fort, Wubby said he could do the Sappers, Zaelia said he could take mid Fort and Snitch was already on his way to top lane. It was like, everyone saw a thing they could do on their own. Everyone just knew exactly what they needed to do.”
      While you shouldn’t expect to have the same coordination as one of the best teams in the world, that’s inspiring nonetheless—and acts as a great segue into tomorrow’s Midgame Moves article on pushing your advantage to the max, featuring Francisco "Goku" Avalos from North America’s Team Octalysis!
    • By Stan
      It's Midgame Moves week in Heroes and in the second installment, HeroesHearth coach CauthonLuck talks about boss control. Is it worth soloing the boss?
      In the first installment, Dreadnaught covered map pressure and camp timings.
      Blizzard (Source)
      It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves will be focusing on the meaty middle portion of a competitive match! Yesterday we touched on Map Pressure and Mercenary camp timings. Today we will learn about Boss control.
      We’ve all unintentionally thrown a game on a Boss before. Bosses in Heroes of the Storm are some of the most unforgiving points of contention, and often leave disaster in the wake of their attempted capture. However, capturing the Boss doesn’t have to be unnerving, so long as your team is on the same page and you know what information you’re looking for.
      Have a Reason and Follow Through
      “Bosses aren't typically used for building leads, they're used for finishing games or getting meaningful structure advantages that help you finish the game later,” said HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible, who spent the entirety of 2017 competing professionally with the Tempo Storm roster. “Have a reason for taking the Boss and try to get your team on the same page with that reason.”
      Taking a Boss in the early game is generally considered an extremely risky move with very little payoff. The Boss will demand a soft defense but won’t get much done unless your teammates are pushing with it. If you’ve already committed multiple members to taking the Boss and there is no going back now—what do you do next? “A big mistake teams make on Sky Temple is taking the Boss in the midgame and letting it push alone on its own. The best utilization of the Boss is when there is a specific plan you can get your team behind: ‘Take this Boss and push with it’, or ‘take this Boss and go kill top Keep while they defend the Boss on bot Keep’, or ‘take this Boss and then go to the other side of Cursed Hollow and take that Boss and push with it while they defend the first one’. If you take a Boss and let it wander on its own, it's a mistake.”
      Baiting a Fight on Boss
      Yes, the Boss does an excellent job of pushing the lane, creating map pressure, and demanding a response. However, it can be an amazing tool for starting a fight as well. “If you're up—say level 16 to 14—that is usually a good time to start a Boss. If the other team tries to contest you, you're fine taking that fight, so long as everyone on your team gets off the Boss and fights. If they don't contest you, take the Boss and push their Keep with a talent tier advantage. You turn your level lead into getting a Keep down, or if you get a pick while they're defending you might just win the game.”
      Communication is key! When you’re not trying to bait a fight, you should make that as clear as possible to your teammates. “If there are times when you know you're just sneaking the Boss and you can't win a fight if they enemy team finds you, you should try and let your team know that like, 'Hey, we're trying to sneak this, if someone scouts us just back up and give it up unless it's almost dead'.”
      Sneaky, Sneaky, Dead.
      Sneaking Bosses can be good when you have Heroes that have high damage output such as Greymane, Sonya, or Jaina. “A common Boss sneak happens on Tomb of the Spider Queen,” said Cauthonluck. “If you can force the enemy team to clear the bottom Web Weaver last, your team can start Boss on top as soon as the Web Weavers die. It's very easy to kill and capture that Boss before the enemy team can rotate top from the bottom Web Weaver.”
      The Hail Mary Play
      When a game looks all but over, sometimes the only option is to pull a Boss and pray for the best. This fight usually determines the outcome of the game, so make sure your lanes are pushed out enough that catapults or a devious backdoor won’t spell your unfortunate demise before you engage. “The point of this desperation play isn't necessarily to get the Boss. If they don't fight you, you get it for free and it's a little bit of an advantage, but the entire point of that move is to get the enemy team to fight you while they're not quite 20. It's a valid strategy.”
      Should I Try and Solo the Boss? ave a Reason and Follow Through
      Short Answer? No.
      Long Answer: “I would almost never recommend soloing a Boss. Maybe with an Illidan and Abathur combo, it could be worth it—but in general, it takes so long that even if you're capable of doing it, it's far too risky and the map control you give up just isn't worth it. Anytime you have someone capable of soloing a Boss it's generally way more effective to just bring one extra DPS with them and kill the Boss much quicker and make yourself less vulnerable to being invaded. You can still have the same benefit, you're doing the Boss without the enemy team knowing and you can still do that while having three of your Heroes visible on the map instead of four. It's something that really shouldn't be attempted.”
      Thieves in the Night
      It is possible, albeit difficult, for Medivh to steal the Boss with Ley Line Seal. So, you’re casually strolling between mid and bot lane with some of your teammates minding your own business when you catch a glimpse of the enemy Varian wailing away on the Boss. Prepare to invade!
      “Tyrael's Holy Ground is your best friend when it comes to stealing a Boss," said Cauthonluck. "Although, Zarya's Expulsion Zone is also very good. Chen's Wandering Keg can achieve kind of the same thing, although it can be difficult to get all their members off the point long enough to capture it. Falstad's Mighty Gust is another tool, but it can be tricky to setup because it requires hitting the Gust into Barrel Roll from a very specific angle where it sweeps the entire enemy team off and leaves you on the point. Any time you do that you're basically resigning yourself to death. I would be very careful with that one.”
      To Defend or Not to Defend
      What is the best way to go about deciding who needs to defend against a pushing Boss? "Most of the time you're going to want to defend with everybody," said Cauthonluck. "However, if the enemy team isn't pushing with their Boss, it's usually best not to defend with all five but to have your highest DPS Heroes defending while your Warriors and Supports are doing useful things on the map such as soaking, defending other lanes, or doing Mercenary camps."
      As always, do your best to be constantly aware of the variables in play. "If you're one or two creep waves away from getting to 16 or 20, then it can be good to have four people defend and one person on your team go to soak that talent tier before you defend hard."
      Armed with this information, hopefully your next attempt at Boss will be a little more thought out. Check back with us tomorrow for more of Midgame Moves Week when Team Dignitas' Vilhelm "POILK" Flennmark explains how to recover from a lost team fight.