The idea is that you will pick the old god that can most benefit your team against the enemy team composition, e.g. N'zoth if the enemy has a ton of mobility, Yogg if the enemy mostly relies on spellcasters for their damage and so on. This highly encourages the player to switch between Old Gods with each game so that they may help their team to the fullest.
On level 20, you may consider taking Twilight Falls if your team will teamfight more often than you will fight the enemy alone. If you do end up fighting alone more, consider looking into Dark Abomination to enhance your combat capabilities.
The 4 second delay on The Hour of Twilight forces the player to calculate each of their Old God summons and not just spam them out all at once, and rewards them if they manage to use their abilities to take down an enemy.
The Hour of Twilight's rotation is designed so that Yogg fears and silences enemies so that the player and his team forces the enemy team to flee the area and fight elsewhere, after which Y'shaarj acts as a second zone denial tool, punishing enemies fighting within his range. After this the ideal play is to summon N'zoth to CC enemies inside Y'shaarj's AoE. The final strike is C'thun, who is ideally played to overlap within N'zoth so that the enemies he is firing at with his Shadow Bolt volley or initial Eye Laser cannot escape his range easily. Since performing a takedown refreshes the amount of time the Old Gods stay on the battlefield, it is possible to have all Four out at once to act as a massive zone denial tool, while rewarding the player by restoring this ultimate to all 4 of its charges. It should be noted that if this ultimate is refreshed this way, there is a 16 second delay before it can be used again.
C'thun's gaze is basically your general offlane pick with summons, that can pack quite a punch against enemy heroes as well.
Y'shaarj's torment acts as a sort of support for your team while you yourself are still a formidable foe. You will want to poke at your enemies with Despair and place Pride at places where they could retreat. Use Doubt if you are engaged by melee enemies or if you suspect that the enemy may attempt to use high damage abilities on you.
N'zoth's grasp is perfect for enemies with high mobility and waveclearing. Just like with Despair, the optimal startegy is to poke with Water Jet while using Wave of Woe to distance yourself from enemies who may want to engage you. Place your puddles strategically so that you may catch enemies who want to flank you and your team, or on popular rotate paths.
Yogg-saron's voice can nullify ranged and melee assassins, such as zeratul who won't be able to teleport away after going in for a kill, or Li-ming who won't be able to use any of her abilities and hence cannot benefit from her trait. Use Maddening Whispers to force an enemy out of the lane and detonate it early to deal massive damage to everything. Use Faceless Emergence when going into battle. It will prioritize heroes and protect you from potentially deadly foes. Use Silencing Roar when engaging a melee enemy or to potentially lock out spellcasters for a short while. This ability can chain perfectly if the level 16 talent, "From Mouth to Mouth", was picked.
In general, unless you picked C'thun's gaze, you will want to stick with your teammates to help them fight via either CC or debuffing the enemy.
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