I feel like one of the biggest contributions to snowball is Death Ball being optimal

BobaFlautist··1 votes·507 views

Deathball, to clarify terms, is when a team pretty much sits on top of each other and mows over everything in their way. I'm being a bit loose with the definition, and also including a more spread out goonsquad in with it - I'm referring to any strat where your team as a whole sticks together as 5 and doesn't try any flanking or splitting strategies, relying on numbers (and usually gold) advantage to force whatever objective they want.

Time was a good wombo could smash through a Death all, poking and skirmishing could pick it apart, and splitting/stalling could out-maneuver it. Even just some clever flanking could take the teeth out, if a diver and assassin got close to the backline or a mage landed a nice combo from an unexpected angle.

These days, post 10-minutes, it's almost always correct to move as 5. If the enemy team is ahead, you no longer have a choice but to engage their deathball on their terms.

Attempts to flank, unless insanely well coordinated and executed on an unsuspecting enemy, tend to result in failure. If you try a pincer, the deathball picks a side and mows over it. If you flank with an assassin/diver, shields block their damage and they get locked down and torn to pieces. If you try to split If your mage dives to try to land a 5-man combo, 60% of the damage gets blocked by shields and they get mowed down. If you try to split, they dive your 4 or fewer people defending, mow them down, and end the game. If you try to poke, they shield/heal it and it's irrelevant. If and only if you try to defend the objective as 5, you may have a chance of winning - if it's a tower, you have to wait for them to dive. Fight back too soon and they delete w couple people then win, fight back too late, and the tower dies and you lose your advantage. There's a margin of about 0.5s for your entire team to decide they've overextended and use everything at once on them. If you execute it perfectly, you get to defend supers for another 5 minutes and try again. If anyone isn't 100% on board, or your team gets the tinj slightly off, or the enemy team is a little too strong, it doesn't work and you lose. Baron's the same story except the enemy team gets an inmate site advantage and you can't do anything about it.

So many times, I'll be playing mid or top or something. I'll be winning lane, or losing, or stomping, or being stomped - it really doesn't matter - and suddenly the adc, support, and jungler show up and burn 2 ults and 2 flashes to kill me. If my team doesn't immediately follow and sit under tower being denied farm and xp from the numbers advantage, we lose two towers and probably the game.

I just wish it we're wrong to move as 5 occasionally, but it really feels like it's always right. Which sucks, because it makes it impossible to farm and catch back up. Enemy team's slightly ahead, their jungler who I know I can duel shows up at my blue? I guess he gets my entire blue side jungle or his team will use everything to kill me and force a fight with anyone else there. I hate it

4 Comments

KoKoboto2 votes

Yep. Objectives being as weak as they are takes away from a lot of other possible team compositions.

BobaFlautist1 votes

Objectives, and the fact that a Ardent Support combined with a solid tank can deteeth any attempt to interact with a 5-man team other than another 5-man team.

Poke, burst, and aoe used to be the punishment for stacking too much. They've been defanged and their counters buffed like crazy.

Quepha1 votes

You're completely wrong. Watch any pro game and you see splitting be a huge part of macro decisions at all stages of the game. Split pushing is considered the fastest, most effective way to climb ranks in solo queue.

Grouping mid with no other thought for strategy is only considered effective when the enemy agrees to be just as brainless and bash their foreheads against your's to see who wins the coinflip.

5050BS1 votes

This is not wrong. Problem I always run into is my team has a 1-2 split pushers so every fight is 4v5 or even 3v5

If we help the split pusher the enemy will death ball all the way to the nexus before we can or back and face the Split pusher.

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