An interesting nuance to ZZ'Rot

Z Statistic··2 votes·394 views

The spawn frequency on portal is fast enough and the zerglings' health is high enough that you can actually halt a wave of minions from behind by keeping them all perpetually aggroing the zergling. Because minions move relatively slowly and since people only look at the minimap for a moment, halting the wave really doesn't look any different from a normal wave of minions unless you are consciously comparing it to other waves. Thus, unlike Promote it attacks the rear of the wave without itself being in direct harm. And if people notice that a lane is being pushed by the enemy naturally, they are going to go to the front of the lane, expecting to clear the wave and therefore push. Because it's rare for someone to go into the lane itself when deciding to push mid/late game, they will most likely not stumble upon the portal.

Kinda cool portal can do more than simply siege the enemy; it can also freeze waves, too.

Your portal is basically proxxy farming like Singed. Except there's almost no indication it's there, so no one knows wtf is going on.

6 Comments

AyRe CoNteMpT1 votes

huh like what? give me an example please.

lets say the wave is in the middle of the bottom lane and i put my zzrot portal into the riverbush, is thta what you mean?

Z Statistic1 votes

The bush to the bottom left of blue's Cinder camp definitely works. I would imagine putting one in tri would also work. The point is to kill a slow pushed lane without being noticed, so placing it too close to the creep line, while still freezing the lane, is much more easily notice by the enemy.

It's a risky but pretty damn rewarding play from what I can tell.

AyRe CoNteMpT1 votes

whats risky about it and how do you get rewarded for it if they dont find the portal?

Z Statistic1 votes

Because if the enemy (red) has pushed your (blue) top lane past your outer turret line and there is no inner turret to buff the inhibitor turret, then the ideal place to place the portal to halt the wave is to place it in the bush right below your enemy's inner turret (north east of their red buff) provided that the inner turret is not there. The alternative would be to place it above their krugs if inner turret is still standing.

That involves essentially placing a deep ward into enemy territory, making sure you're not seen placing it, and then getting the fuck out also without being seen.

The reward is that unless the enemy has built up a wave of 12 creeps to split push, it basically kills any and every splitpusher's momentum without having to duel them. It doesn't matter if it's Zed, Trynd, Udyr, or Trundle. They all need creeps to push.

The risk can be mitigated by concentrating more on warding the path through the jungle as opposed to trying to catch out the splitpusher as they will invariably be slippery anyway. So making sure that your blue buff is clear, you control top river, and the enemy is distracted with other things should lower the risk enough to make this play worthwhile.

AyRe CoNteMpT1 votes

aha i understand. thanks.

Asayake 5150glow1 votes

But their not Zerglings! D;

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