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Heroes7 years agoGosu "GosuGamers" Gamers

Team Composition Breakdown: No Tomorrow's Standard Comp

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The reason I call this team composition standard is because they pick a top tier hero in every role with the exception of Jaina. This is a composition that is picked because all of the heroes are strong and work well with each other.

Innate Hero Synergy

This team composition is loaded with innate synergy.
 

  • The crowd control chain that can be created with only basic abilities. Muradin can Dwarf Toss in to set up a target with Storm Bolt, then Malfurion can follow up with Entangling roots, followed by Thrall’s Feral Spirit, and slows from Jaina.

  • Malfurion’s Innervate keeps the mana hungry Jaina from running out.

  • There's great balance of damage. Tychus does mostly basic attack damage but can talent to increase his ability damage. Jaina does almost all of her damage through abilities, and Thrall is a good mix of both.

  • Much like their crowd control, they have strong heroic combinations. Earthquake easily sets up Twilight Dream and Ring of Frost allowing Tychus to bombard the enemy heroes with Odin


The team has a high level of innate hero synergy, but does it also work for Dragon Shire?

According to the Battleground

The important things to have in a team composition on Dragon Shire is sustain for shrine fights, a strong solo laner, and a three or four hero unit with high crowd control and burst damage for ganking. This composition fits all of those.
 

  • Muradin’s Second Wind passive is one of the best innate sustain abilities in the game.

  • Malfurion gives efficient healing through Regrowth and can keep his allies topped off on mana.

  • Thrall is one of the best solo laners in the game. He has excellent dueling potential because of his sustain and damage. His wave clear is also good enough to hold the waves.

  • As mentioned above the crowd control is extremely high in this team and the three-man ganking unit of Muradin, Malfurion, and Jaina make getting picks extremely easy.

 

 

Playing the Composition

Early Game

The early game with this team should be played pretty standard. Send Thrall solo to the top lane while the other four heroes clear waves and rotate between mid and top. Always be looking for opportunities to catch enemy heroes off guard in rotation. The person designated to solo lane needs to play safe because there are no globals to bail him out if he gets in trouble.

Mid Game

This is where this composition becomes extremely scary. The combinations they can pull off are terrifying. Heroes can be made immobile for long periods of time, bursted instantly, and even out sustain in team fights. If you are ahead when level ten comes around try to find a team fight. The wombo combo you can create should at least net one kill and will mostly give you multiple. Look to roam around as a team and use your team fighting power to create advantages.

Late Game

The goal is the same as in the mid game. If team fights are played properly you should win them. There is no easy way to counter the damage type because it is so mixed. Malfurion is the only hero that if he gets caught can cost you a team fight so protect him. This composition has excellent peel and engage so you can look to kite back and be defensive or play aggressive. If you are behind in experience play defensive in fights and look to create picks for numbers advantages. If you are ahead put your foot down by grouping as five and forcing objectives.

Win Conditions

    This composition's win conditions are pretty standard as well.
 

  • Creating an early snowball through ganking in picks.

  • Winning big 5v5 team fights and pushing on the back end.

  • Out sustaining the enemy to get easy Dragon Knights

  • Creating numbers advantages by catching out enemy heroes and turning those advantages into objective secures
     

Basically, play this composition as your typical death ball composition and execute team fights to create easy wins.

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