The WEIRDEST Role in League and Dota

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League's top laner and dota's off laner are the two weirdest roles in their respective games and depending on which game you're playing you're either in the least team oriented role or one of the most team oriented ones so join me in our trick through ELO hell as we explore the main differences between dota's offlaner and League's top laner the first and most obvious difference is that offlaners usually start with a support by their side the P four whereas top laners are left defend for themselves from the minute they arrive in lane and while top laners are facing off against the enemy top laner the off laner and pause four typically face off against the enemy hard carry in the position five this makes the lane Dynamics incredibly different in both games with the similarity being that most top laners and off laners have some way of applying early game pressure in the early game off laners typically have the role of stopping the hard carry from getting easy farm and many Main Stays into the position have built-in tools to do this Legion commander and Centaur warrunner have powerful trading Tools in their Base Kit making life hell for melee hard carries while Axe and timbersaw have the early game damage to people out of lane or just outright kill them many of dota's hard carries have laughably bad early games like Medusa and Phantom assassin which allow many offlane Heroes to delay their power spikes with the amount of pressure they provide in Lane combine this with a powerful PA 4 and many offlaners can threaten to kill the enemy carry within the game's opening minutes meanwhile top leaners are locked in a seemingly Perpetual 1V one it is a godamn Tekken match and just like in Tekken one of the most important things is knowing your opponent's game plan unfortunately you can't just pick Eddie Gordo and Button Mash to Victory or can you now as a top laner you're not faced with a baby carry that hits like a wet noodle before their first big item like I said you're fighting the enemy top laner and they'll have their own way of applying pressure and game plan for winning the lane winning Lane can look completely different depending on which Champion you play some top laners are scaling Champions like kale who have abusable early games but their win condition is not dying too much in Lane Darius on the other hand needs to get kills early on and snowball to a win otherwise he gets outscaled in the late game that's why in the Darius versus kale matchup kale can effectively win Lane even if she's behind in CS and the kill score between them is 0 0 and it is absolutely crucial that you win Lane as a top laner because it is League's snowball Lane if you watch my first video you'll know that comeback mechanics are very rare in League well yeah they shut down gold and comeback XP but good luck trying to kill that guy who's already killed you and your jungler four times and Counting you're not playing DOTA where you can get obliterated in lane and then stack camps to come back and then make it almost impossible for your enemy to push High ground and win off of rubber banding ice frog please do something about sand King aegs if you get decimated as a top laner depending on your Champion you may very well be useless the rest of the game if you don't know what you're doing and that's why matchup knowledge is absolutely crucial in the Top Lane that means you need to know whether to take short trades or long trades what to buy on first back and perhaps most importantly your choice of runes now before every match league players can further customize their Champions by equipping certain runes these runes runes give you small bonuses like permanent extra attack speed when you get a kill healing when you damage an enemy Champion free stats that ramp up over the course of the game and these cute little biscuits runes are divided into five paths Precision domination sorcery resolve and inspiration each Champion gets to pick two paths a main path and a secondary path and then three runes from the former and two from the latter and from their main path a champion also gets to choose a keystone this is a special passive ability that can vastly enhance a champion play style keystones can make or break a Top Lane matchup for example certain Champions synergize incredibly well with specific keystones like Riven and Darius with conqueror enhancing their already strong capabilities in extended fights and want to take them in 99% of games meanwhile many top laners don't have a signature Keystone and would want to choose based on the matchup for example nasas can take Fleet footwork into more aggressive melee matchups to give him more sustain or switch to Arcane Comet and switch play styles from stack and Q to ebam when facing range top laners the same is true for Summoner spells and there are two that are almost synonymous with the lane ignite and teleport ignite gives you a stronger laning presence and kill pressure while teleport lets you maneuver around the map return to Lane faster and more or less enables the split pushing play style most of the time you'll be running Flash and one or the other but as always it depends on the champion you need every single Advantage you can get in Top Lane that's why in ranked it's common courtesy for the top laner to pick last to avoid the counter counter pick or counter pick themselves though usually what ends up happening is that they'll be forced to play tank anyway but if you're like me and primarily play quick play yeah uh just pick the best ruines and sums and hope for the best another big difference between the two roles is map presence many offlaners start to become active around the map after one or two big items for example axe comes online once he has blink in Vanguard it is around the early to mid game that the off laner really starts to leave their Mark in the game they're running around with their teammates hunting inside the enemy jungle pressuring Sid Lanes causing chaos and generally being a pain to deal with and this is important because their main role at this stage of the game is to enable their other cores good off leaners can usually be found on the enemy side of the map being a constant threat and just demanding attention like a psychotic ex-girl friend this leads me to a very important Concept in Dota making space in today's meta the offlaner typically comes online fairly early into the game this allows them to start making plays around the map earlier on and demanding response from the enem team when the enemy does respond by sending people to deal with the offlaner they're effectively sending less resources to deal with a taking time bomb that is your team's position one thus creating space for them to farm acquire levels and items and take over the game later on and this is important because the offlaner tends to fall off later on in the game because of their lack of farm but that's fine come late game most off laners aren't in charge of topping the DPS charts their job is usually to be the first man onto the enemy High ground and draw aggro or land the biggest damn AOE CC spells of their lives lives or at least this was the case until the DOTA world was introduced to Amar I'm going to go out on a limb and say that there's no other player that has single-handedly revolutionized a role in modern DOTA than this trash talking teenager this Jordanian Prodigy pretty much brought the greedy three play style into the mainstream because of the way dota's been trending with map changes and the popularity of Amar and other Pro offlaners like him the offlane rule has become potentially a damage dealing carry rule as well as long as this is accounted for in the draft but for the most part off laners are there to fill in for what the team lacks while providing pressure through their relatively early power spikes it's a Phil pick which is why I call it dota's weirdest role and it's also heavily affected by meta and Patch changes it's not a rare sight to see offlaners either causing chaos opposite to where their real carries are farming or balling up with the rest of the team and trying to end the game sub 15 minutes meanwhile in Top Lane we'll see that the two top laners are still going at it that's because out of all the roles in league in Star contract to the Off laner Top Lane is the one that really doesn't play around the rest of the map that much of course this isn't true for every Champion there are some Champions that can take their impact out of the top Lane due to their abilities Shen for example can give an incredibly beefy Global Shield to anyone on the map and cl can use alter Roman gank but for the most part win or lose top laners tend to stay in Top Lane let's take a closer look at why this is first of all if you're in the Top Lane and if you get a kill or two that means you likely have an experienced Advantage at that point your snowball begins and the enemy can't kill you your objective then becomes to take down the enemy turrets and generate priority because the enemy will be less likely to contest objectives when there's a big minion wave knocking at the front door but then if you're losing in Top Lane your goal then becomes to not die anymore and ensure that the turret stay alive while getting what little resources you can while you might think it's more productive to roam and gank other lanes if you're incredibly behind it's more important for you to match the enemy top laner even if he's killed you multiple times matching in League means that you're staying in a lane where an opponent is to ensure that they can't push in any further one key difference is that turrets in League are like glass cannons they hurt but they die in a matter of seconds if uncontested at least past 14 minutes and there's no Glyph of fortification to just make them invulnerable and it's because of this that it's sometimes more important for you to match your opposing top laner than it is for you to roam or find other ways to extend your lead if you have one unless you're doing some black magic forbidden Tech that we don't dare speak of and this is part of the weirdness of the role your opponent in the Top Lane can have killed you thrice but that lead May mean nothing to the rest of the team because as long as you don't leave Top Lane they'll be forced to match you effectively meaning they don't get to utilize their advantage Elsewhere on the map the Top Lane also gets the least love from the jungler and as someone who plays both roles there's a reason for this if the Top Lane is stomping then the jungler may think that they don't need the help and focus their efforts on other lanes this is different when grubs and Herald spawn though because the jungler may need help in clearing them if the Top Lane is getting stomped the jungler may think that helping them is pointless since they're not going to come back and carry the game anyway and that they may even die themselves because that's just how some top laners work when they're ahead the only time some junglers may consider ganking top is if they're even by the time grubs spawn which is rare than a Yumi that knows when to attach in bronze of course this is only true for your own jungler the enemy's jungle will Camp you 24/7 and your other lanes will still somehow lose now this doesn't mean that the top laner never leaves Lane ever sometimes they have to go back to the shop and collect items then once they buy their new tiny toys they return once more to the Top Lane Island and knowing when to back and when not to back is one of the most important skills that a top laner can have in both games gold is completely useless until it's spent but therein lies a big difference in Dota you can buy anywhere and have your items fed to you via corer and this is encouraged because you can actually lose gold when you die so you should be spending it ASAP meanwhile you can only buy items in League by returning home after an 8sec ch but hey at least it's free right so that means you have to plan around returning to base as part of your Tempo in League it's because of this that you can't just constantly push an advantage in league if you get a kill on an enemy a few waves into the laning stage they'll lightly return to Lane with an item and if you didn't reset yourself they'll have an item Advantage which they can abuse in a fight killing you and resetting the Lane's Tempo thus you need to create an opportunity for you to return to base either through slowly building up a huge wave and then crashing it into the enemy turret or killing the other guy and then backing or you can just wait for the other guy to back and then match just don't overstay so if you're locked in a Perpetual 1V one in Top Lane how do you impact the rest of the game that's the neat part you don't or at least not directly you as a top laner are a constant threat that just perpetually exists and your job is to become such a big threat that the enemy simply can't ignore you anymore and they're forced to send numbers to deal with you Top Lane is also the most unique role in league in terms of win conditions because they can actually win the game even if their Nexus is the one that falls first that is because in the deep dark recesses of the messed up Mind of a top laner you do not win when the Nexus Falls you win when your role opponent has become so useless that they share a bounty with a cannon minion therefore I totally won this game now if we're done meing you can actually leave Lane's top but as always it depends on the game Enemy Champions and your win condition I've won games where I grouped up with my team to contest every objective but I've also won games where I stayed in Top Lane and I did didn't know who my support was until we were literally hitting the enemy Nexus together now so far between the different roles in both of these games the dichotomy between League's top laner and dota's off laner is the most interesting because you have one role that can completely ignore his team throughout the match whereas the other exists to enable his and you can see this difference in their itemization among dota's many active items there are a number of Team oriented ones the stats they give are nice to have but they're really there for the utility that they offer Lotus orb for example is an item that a lot of offlaners get because of the utility that it provides in being able to remove debuffs and reflect targeted spells now of course this depends on the enemy your team comp and The Meta but it's usually the off laner that gets task with building these team oriented items meanwhile League's top laners simply have to focus on itemizing to help them deal more damage or become harder to kill with slight deviations depending on the matchup this was best exemplified by old hullbreaker and thank God that thing is gone now and it's interesting because just like the jungler and the p 4 in the previous video These rols are both incredibly flexible but they actually share archetypes and let's arrange them according to Riot's class system which stream Lins the role for each Champion but honestly I just choose to ignore its existence you have your typical Fighters otherwise known as bruisers who can deal huge amounts of damage in melee while being hard to kill through their built-in survivability tools like Mars slardar and Timber sord DOTA and Renekton Darius and Rumble who I know is classified as a mage but he plays more like an AP Bruiser than a backline Caster so I put in here for League now what's interesting is that League actually divides this class into two subclasses divers and juggernauts divers typically have more mobility and a way to get into a fight or be the one that started meanwhile juggernauts are the ones that rely on enemy mispositioning or their few limited Mobility tools while dealing considerably more DPS and being hard to kill now this Ro division doesn't actually exist in Dota because blink dagger means anyone can become a diver if they're tanky enough and have a stun Axe and brew master would typically be considered jug juggernauts in league but because they have access to Blink daggers in Dota they function very well as initiators allowing them to start fights with their skills but a natural diver or initiator in Dota would be someone that has a way of starting a fight built into their kit we see this with Spirit breaker who can just charge Into The Fray or Centaur who can press R give his whole team a haste Rune though the lad may still want to build blink depending on the game next we have the split Pusher archetype it's not a class in league and more of a play style but it's an archetype worth mentioning nonetheless as the name suggests these are the guys that kind of just exist to whale on Towers now DOTA players have the ability to micromanage multiple units at once because that function is built into the game this allows for a special type of hero Zoo Heroes think of them as your RPG Summoners Zoo heroes are offlaners that hit up the boys for some extra damage in taking down towers and they usually have some sort of way to enhance these little dudes by giving them extra damage move speed or attack speed typical Zoo heroes are Beast Master Nature's profit lyen and of course broodmother in League the zoo hero archetype is limited to just one Champion Yori who embodies the hell high water I'm never leaving the lane play style of Top Lane perfectly instead split pushers in League are champions who have insane single Target DPS Great Wave clear and or a way to deal with people trying to match them they're usually going to want the teleport Summoner spell to maximize their map presence effective split pushers include trundle trendir Garen and oh God inting Scion I'm not going to get into it in this video but if you want to know how this Champion can just die repeatedly during the Leaning stage yet somehow come out ahead mathematically purely due to better macro and pushing abilities just look up Bow's law on YouTube it's actually quite interesting next up we have a very requested talking point tanks these are your beefy frontliners that don't deal as much damage as Fighters but typically contribute in fights more through reliable hard lockdown these guys are actually top laners that want to join the rest of the team in team fights this is your Shen Tom kench and or however thanks to Riot's game design philosophy tanks actually have their damage scaling from their resistances or HP stats that's why tank Champions like maokai gallo and malite still hurt despite building tankiness items anyway let's continue to the tanks in Dota or the lack thereof now this is a very deep and interesting topic that has multiple layers to it and I am coming out with a full length video essay on this eventually however for the sake of this video here's the core reason why tanks don't exist the tank archetype is something that came from MMOs and maybe even DND their defined role is to be the party Shield acting as a wall that prevents their squishy backliners from being targeted by the opposition they draw aggro from opponents effectively being impenetrable meat Shields that prevent them from reaching the people behind them meaning that if they want to get to the Squishies they have to get through the Beefcake right in front of them first League uses this archetype which is why the concept of a front to back comp exists where where the core is a comp with a tanky front liner that can feel for his team such as or accompanied with the raw DPS of a marksman cogma comes to mind and someone who can help keep the pressure off of their damage dealer like a Lulu however DOTA fights are so chaotic due to a number of factors such as blink tiger High Ground trees the existence of melee carries fog of war the sheer size of the map and the engage range of many initiators like clockwork than an actual straightforward front to back fight where the front line faces the enemy front line with their respective backliners behind them rarely ever happens in Dota in fact the so-called tanks in Dota usually have some way of completely ignoring the enemy front line and Diving straight into their backline and causing chaos Primal Beast with his Onslaught sentar with his Al Spirit breaker with his point and click charge and literally anyone with a blink dagger if your definition of a tank is someone who just has a huge amount of HP and goes into the middle of the fight then yeah DOTA has a lot of those and the heroes I mentioned serve as Prime examples however thematically the tank roll does not exist for these reasons and many more that I will be getting into in the future the lockdown that they provide and the chaos that they create is more important than their HP bars it just so happens that these stunning chaos creating Heroes playing in the off Lane tend to be insanely tanky next there are Specialists who have their own unique play Styles and game plans they have very specific niches and you either have to be a one trick to Pilot them effectively or you have to account for them in your draft and the most unique Top Lane specialist is absolutely without a doubt singed he has the most unique game plan in the game which is to literally run around like a headless chicken in a team fight and try to get people to chase you then we get to Duelists or skirmishers these are champions that while not offering much in a team fight excel at facing off against isolated targets Legion Commander comes to mind in Dota and there's no better example nor a more frustrating one in League than Fiora and finally ranged heroes in Dota ranged off laners typically exist as an carries wind ranger for example has the capability to be a strong laning bully against an enemy melee carry and later on can delete a single enemy from a fight because of the nature of DOTA they typically need to snowball in lane and be drafted along with initiating POS 4 otherwise they're just going to be food later on but range top laners like Teemo Quinn kalista and vain they exist purely to nullify the enemy top laner and completely take away their agency during the Leaning stage a lot of melee Champions specifically juggernauts like Darius and Garin have no built-in way of dealing with range top laners and their only hope is to get on their knees under the tower and pray to their jungler for a gank this serves as a perfect segue to the most important trait that top laners and off laners need to possess severe brain Dam I mean game knowledge League's Top Lane is very much a game knowledge check knowing your Champions limits your matchup your win conditions and what to do to achieve them are key to winning in the Top Lane Island many Top Lane matchups assuming that they're not straightup counterpicks can be won purely through wave management and fundamentals alone in the max macro you also need to know when it's worth it to join the team or give up an objective your team may flame you for not helping to secure Elder but trading Elder soul for enemy Nexus is probably worth it and in offlane game knowledge is important because you need to know how to abuse your earlier power spikes and how to make space even dying as an offlaner can accomplish something as long as it means that you've done something meaningful with your death as an offlaner you also need to play around the enemy game plan and come up with a way to disrupt it you need to know what items to buy and in what order you should be buying them it also helps to know weird spell interactions and hidden Tech but that comes with experience and that brings us to the end of this video and this series explaining the differences between league and dota's five roles now I'm bound to have missed something because these are meant to give an overview of the roles and their mechanics so if you feel that there's something I mentioned that you want to add on to or that you disagree with I welcome you to share it with everyone in the comments below and if you like the video it helps a ton to leave a like and let me know your thoughts in the comments there's still more great content to come for my channel like the aformentioned tank video and many more ideas and topics that I would love to explore so subscribe if you haven't already and don't miss out on what's coming next that's all for now asce out
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Channel: Acex2ron
Views: 62,685
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Length: 20min 41sec (1241 seconds)
Published: Thu May 09 2024
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