Solo Mutation: #33 Rumble in the Jungle - Dehaka P1 - No Hero Deaths (6/7/2024)

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  • เผยแพร่เมื่อ 4 ต.ค. 2024
  • Mutation Description: "Concealed enemies stalk through the jungle's mists, ready to pounce on Stetmann's harvesting bots and tear them apart without warning. Keep your eyes open both for Amon's minions and the traps they have set to ensnare you."
    Mutators:
    Aggressive Deployment - Additional enemy units are periodically deployed onto the battlefield.
    We Move Unseen - All enemy units are permanently cloaked.
    Temporal Field - Enemy Temporal Fields are periodically deployed throughout the map.
    Special Notes: P1, No Hero Deaths
    Commander: Dehaka
    Prestige: Devouring One (P1)
    Advantages:
    -Devour applies its benefits to all nearby friendly units.
    Disadvantages:
    -Dehaka has 0 base armor, loses the Scorching Breath ability, and has his max level reduced by 4.
    Masteries: 20 Devour Healing Increase, 10 Devour Buff Duration, 30 Greater Primal Wurm Cooldown, 30 Gene Mutation Chance
    Enemy Composition: Siege of Storms
    Kimmo's Notes: Temporal Fields is a very easy Mutator to avoid. But it's the synergy of We Move Unseen and Aggressive Deployment that poses the main problem. Part of the core that makes up Dehaka's game is being able to have Dehaka on the field far faster than any other hero unit and making an impact immediately by attacking enemy encampments when they're at their weakest at the start of the game to give him and his ally breathing space while scaling his strength.
    However, We Move Unseen and Aggressive Deployment attacks two of Dehaka's biggest flaws while negating his core gameplay. We Move Unseen cloaks all enemy units. At the same time, until Dehaka has Glevig's Den for his Wurms or until Dehaka reaches Level 5, he has absolutely no detection options. In other words, Dehaka's early aggression is completely negated at the very start of the game until he has those options for detection.
    Aggressive Deployment attacks another of Dehaka's flaws of having limited base defense options. His lone base defense is the Primal Wurm. And his units do their best work when they're out on the field supporting Dehaka. But having to constantly retreat back for base defense is not to his advantage.
    These problems combined can lead to Dehaka being overwhelmed very quickly without many options to fight back. So what exactly is the game plan here? It's maximizing the ability to endure until Dehaka has those detection options while creating a makeshift automated base defense so that Dehaka can focus on his primary strengths as a commander. And that all begins with the enemy composition. Siege of Storms only has two dangerous units and they both show up late in the game. By then, Dehaka will be at full strength to mitigate We Move Unseen's Impact while having units and defenses set up to combat the base harassment.
    Siege of Storms as a whole also has a low damage output while most of the units have a slow rate of fire. Tempests and Adepts are the biggest examples of this. Phoenixes themselves also cannot attack the bots or Dehaka until he reaches LV 10. This leaves the Phoenixes for the most part, in dead space until they have something to shoot or pick up with their Graviton Beams. Oracles also show up very often in the mid-game which plays right into Dehaka's hands (Or tongue?) and he should have his Primal Instinct upgrade by then.
    Tempests are the most problematic unit in this composition as they can outrange Dehaka's static detection and hit very hard. However, they have their weakness with their slow rate of fire which buys plenty of time for Dehaka to get into position for detecting and destroying them with his Mutalisks before they can deal too much damage.
    Stalkers are not even worth mentioning on how to deal with. They are free essence for Dehaka and are nothing more than a nuisance to swat away.
    With a lot of mechanical units in this composition, Dehaka can create a lot of crazy buffs for his Mutalisks between increased attack speed, reduced cooldown on Primal Reconstruction, and damage reflect with increased armor.
    Creeper Hosts are created to support the defense line made of Wurms to take down the air. And Greater Wurms are used throughout to provide detection for Tempests that outrange the detection range.
    Deal with the attack waves quickly and create as automated of a defense as much as possible so your attention isn't spread too thinly.
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