Top Lane Terror: Smite/TP Strategy with Balls and Jack

Riot·4/20/2015, 5:22:15 PM·3 votes·92,092 views
Foremost among the many surprising changes to the 5.6 meta is what's been happening in top lane. Urgot mid? We can roll with that. Lee Sin fallen out of favor in the jungle? Was going to happen eventually after so many nerfs. But for a player to drop Flash, the most basic and vital escape tool at a player's disposal, means something has radically changed. For it to be replaced by Smite, of all spells, makes the changes fundamental.

BURNING BRIGHT

The top laner's job is at the heart of it all. At the current pro level, they're meant to provide map control, whether by independent action as a split-pusher or Teleport their way into a fight and bail out their team. Recent item changes have turbocharged their capabilities. According to Jack "Jak" Gifford, toplaner for Oceania Pro League's Team Absolute, jungle changes in Patch 5.6 spilled over to his role. Most significant was "access to Cinderhulk, which is by far the best item in the game at the moment, and the ability to easily clear jungle camps." But, wait, aren't jungle camps supposed to go to junglers? "Having Smite on a top laner lets you counter-jungle or get extra farm from your [jungle] when your jungler is on the other side of the map," said Cloud 9's An "Balls" Le. "This lets you get more experience than normal, and Challenging Smite lets you beat almost anyone 1-vs-1." Gifford's assessment matches Le's, noting that the most important thing is the experience advantage, sometimes giving up to a two-level advantage over traditional Flash/Teleport top laners. But gaining those advantages does require a specific champion pool. Said Gifford, "the two users of Smite/TP are champions that are either too mobile or too tanky to need Flash." Balls notes that there needs to be a balance between mobility and kill pressure: "if you don't have Flash on a non-mobile champ, you just get camped and die. Shyvana and Hecarim both have mobility, but they also have a lot of kill pressure after a certain point. I think champions with high mobility, fast waveclear and a lot of damage run this strategy best."

FIRE CONTROL

Currently, beating back the Smite/Teleport strategy relies a lot on personal mechanics. "I think if you are against a laner that can bully you in lane, or someone that knows how to punish you, then it will not be worth it to run the strat," said Balls. Gifford notes that the window of opportunity to do so is limited. "Obviously it's easier to gank, but big fed tanks are very strong later in the game, so the weakness is mostly just gankability. Getting a champion like Shyvana fed is far more important than having a Flash." Come late game, the beefiness and mobility of Smite top laners like Shyvana and Hecarim don't just make them difficult to work around in fights—they also splitpush extremely efficiently, thanks to the waveclear from Cinderhulk. To Balls, this is worrisome for the health of solo queue play. "I think Smite should just stay in the jungle, because they can't punish you in solo queue, and two Smites is better than one for objectives," he said. "People can abuse this strat to always stay even or ahead in lane experience." He calls for Cinderhulk to be directly nerfed in whatever way appropriate to stave off its influence in his role. Gifford is more ambivalent, in face of the history of his role. "Any change for the stock standard laning phase is good," he asserts. For a long while, the top lane was considered an "island" because of its lack of interaction with the rest of the map or team, especially early on. But he agrees that the item has to be changed. "Smite/TP is only good because Cinderhulk is so amazingly broken, otherwise we would've seen it before. Cinderhulk is definitely in need of some nerfs, which will probably kill Smite/TP as a strategy, but that would be for the best. Strategic diversity is not good when it only exists from overpowered items."

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173 Comments

Masini GG4/22/2015, 7:19:59 PM12 votes

I really want to see a supp with smite... if you think about it, it's quite effective

Rinky Dinky4/23/2015, 12:18:40 AM8 votes

"Why is cinderhulk OP exactly"

"Easy! It lets tanks be viable"

BIG B0SS4/22/2015, 7:44:17 PM7 votes

How would it work on Garen?Garen item 3717 summoner 11 summoner 12

noaelectroman4/22/2015, 7:55:11 PM6 votes

Dear Riot, person with account NeverJokeToMe send me some kind of virus and with this he stole me my account and play with account one game and stole 1000influence points, i returned my account back with changing password. I am writing to inform you this is illegal this is my private account(the thing) and this is fairly illegal this is phishing please delete his account(NeverJokeToMe) or make him carry the blame. I returned my account(noaelectroman) but please do something with his account or him. Thank you, i hope this will help others with problems like this. Best wishes.

Yandere Carry4/20/2015, 8:48:35 PM3 votes

people keep saying smite/tp is super broken when its effectiveness at the highest level has been pretty pisspoor

BlackJaws4/22/2015, 5:54:29 PM3 votes

so... just thinking about possibilities here... what about a overall damage nerf for the the damage on cinderhulk, except to monsters. damage like a sunfire cape, maybe less, to champs and higher to monsters for the tank clear time. great idea for an item, and i think that smite top is a bit too strong for solo-queue as well. Thanks!

ape man4/22/2015, 9:26:45 PM3 votes

Teemo + item 3250 item 3255 item 3260 item 3265 item 3270 item 3275 item 3280 = GOD

A Dove Like You4/23/2015, 12:28:50 AM3 votes

Cinderhulk IS NOT the problem, if laners want to build jungle items that should be fine. The problem comes from how they are getting an AMAZING offensive/defensive spell with smite with the Skirmishers Sabre. It is such a broken thing in lane, it is like ignite and exhaust had a baby that is slightly worse at each parent's job but does them both at the same time FOR SIX SECONDS. If anything needs the nerf it is Skirmisher's, it needs its duration changed to 3/4 seconds so you can't have it up for an entire fight. I may not be a challenger player but i can tell you that if Skirmisher's gets a duration nerf it would honestly fix this problem of it being a necessity in pro play and messing with solo queue.

M1DN1GHTGuardian4/23/2015, 8:51:38 PM3 votes

hate to be that guy.. but i was running smite/tp way before gifford.. probably anyone.. lol but yeah.. downvote thisVolibear

QQsha4/23/2015, 12:20:17 AM3 votes

Still no credit to Flandre, the most epic of trolls, for bringing this crap into the game. But what else can I expect, when every damn article apart of power rankings is solely about LCS teams and players, as if the rest of the world doesn't exist.

Deadbeef4/22/2015, 11:48:33 PM2 votes

I think in the end Balls and Gifford are both wrong: Smite being used in top lane is totally fine with me because it opens up some strategic diversity for the lane, and I don't think that it will totally disappear after Cinderhulk is balanced. Being able to pick up golems and other camps faster once your jungler doesn't need them will still be helpful, and having two team smites will still make securing objectives easier--and might be a really good decision if the other team has Kalista, Cho, or Nunu.

TL;DR: Smite/TP top will eventually be seen as a viable niche or counterpick strategy after Cinderhulk and outlying champions are balanced.

syrukean4/22/2015, 10:34:21 PM2 votes

I just hope one comment relative to the article can be upvoted. This topic is interesting.