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Dragon Shire VideoHeroes of the Storm OST: 26 - Dragon Shire Sergeant Bama "the Hammer" Kowalski spielstand schalke dortmund served some of the toughest tours around the Koprulu sector. Link Fix 20 Sep This is great because if you win m casino promo code teamfight it means you are going to waste the least amount of time possible in order to obtain the map objective or if you lose the teamfight this means they are going to have to take the longest possible route to take online casino no deposit bonus codes 2019 of your deaths. When both are ncaaf by the same team, that team may use the dragon knight statue. The dragon is quite adept at destroying buildings and a powerful adversary. Guest Sign in Help. With a strength of around 40 and a fully upgraded weapon, expect them to drop after 2 or 3 hits. Dragon Shire Siege Ogres. Because you beat your opponents on taking the knight camp, you are now going to out dragon shire them for lower mercs. Heading up will bring you initially to a pair of Drakekeepers. This will allow you to get 1 of the sofort ag erfahrungen for free.
The dragon statue is located in the middle of the middle of the map, above mid lane, while the moon shrine is located at the top of the map, above top lane, and the sun shrine is located at the bottom of the map, below bottom lane, and next to an ogre camp.
The battleground requires players to work together to secure both shrines and the statue at the same time, as well as keeping the enemy from taking advantage of this.
The main objective of Dragon Shire revolves around capturing the Dragon Statue and using it to level forts. Located in the middle of the map, this statue does nothing until the shrines become active and are held by a team, at that time any player from that team may capture them, assuming the form of the Dragon Knight.
This is a channeled ability, that can be interrupted. Located at the top and bottom of the map, they are quite similar to watchtowers in how they are captured, by standing in a circle around them, that can be contested by the enemy.
When both are held by the same team, that team may use the dragon knight statue. There are five mercenary camps on this map.
The topmost camps are knights, the bottom ones are ogres, and the bottom-middle camp is also knights. Located near both bases, as well as the bottom of the map, they will all push bottom lane when captured.
S S1 EU Qual. S S1 NA Qual. Controlling the Bermuda Triangle means faster roations and higher chances of getting picks. Now that you are forcing slower rotations you are now able to push faster than your opponent and after a few waves of clear, you should have the turrets in mid and bottom now drained.
Once the turrets are drained, you now have the ability to push a lane kill a turret for free and then return back to the safety of your Bermuda Triangle.
Small turret pushes like that are what is going to give you the lead in the race to Once you have achieved 10 before your opponents, you should force fights to make sure you are able to get the dragonknight.
As for your bottom lane, typically a support, will be holding the lane and just making sure during your 3 man rotations you are not losing any experience on the bottom lane.
The bonus of having your support be the bottom lane is that they are able to heal your gank team as they come bot. The biggest problem with having your support bottom is if your opponent pushes hard on bottom lane mismatch they will be able to drain your ammo, but they should be overextended and susceptible to some ganks.
So lets say you have managed to get the Dragon knight now with all of your solid rotations An example of someone you should put in the Dragon Knight would be someone who has just used their ultimate, the last person you want in your Dragon Knight is your healer.
When you get the Dragon knight you are almost always pushing in some sense and your team will get poked down, you need your healer to make sure you can siege during the entire duration of the Dragon Knight.
The Dragon knight scales with time, this is why the first dragon knight never is able to really get much done. Your main goal with a Dragon Knight this early in the game should be to just take out middle and bottom front wall.
A very important thing to remember this early in the game, is that you still need soak. You should have someone soaking all three lanes because your Dragon Knight is too weak this early on to outweigh the benefits of maintaining three lane soak.
Once the timer on the Dragon Knight begins to fall to 15 seconds, you should have 3 players rotate to your knight camp. The race for mecs has now started.
The knights need to be taken as fast as possible so you beat your opponent on mercenary rotation and you lose as little experience as possible.
Once you have completed knights you maintain soak on top lane with one of the three people that helped on the knight camp, preferably the same person who was soaking top from the beginning.
You then send 2 people to your giant camp, while making sure you now are soaking three lanes with the other 3 players.
Because you beat your opponents on taking the knight camp, you are now going to out rotate them for lower mercs. Your giants should finish before theirs and you can now 3 man rotate to bottom knights.
This allows you to double up your merc camps on bottom lane and get a pretty solid push going, this push may not achieve much right now, but it is just setting up for later in the game.
We are now at the point of the game where it is risky to not be together, from this point out you are almost only moving as a 5 man deathball in order to not get picked and using your wave clear to push out lanes.
Pretty much you are just waiting for the shrines to spawn so you may start manipulating your opponents in rotations again.
Once the shrines are about to spawn it is crucial that you consider what merc camps are up and which ones are about to spawn.
If you have mercs up, you should be looking to take them now and use the lane that your mercs will push in order to get the lane pushing as far against your opponent as possible.
This will allow you to get 1 of the shrines for free. The reasoning for pushing the lane down as far as possible is the farther that a wave sits in a lane toward your opponent the more time you have to see them in rotations to shrines and out rotate them.
Wave clear is one the of the greatest things to have at this point in the game, the team that has lanes pushed the farthest against their opponents always has the advantage.
Once you have pushed your lane with your mecs and captured the shrine on one half of the map you want to rotate to mid lane as a team and clear 1 wave, then rotate to the bottom lane.
This allows you to force a teamfight as close to your desired objective. This is great because if you win a teamfight it means you are going to waste the least amount of time possible in order to obtain the map objective or if you lose the teamfight this means they are going to have to take the longest possible route to take advantage of your deaths.
If your opponent does not take the fight, they give up the shrines which allows you to rotate to middle with 1 player and get the Dragon Knight.
If your opponent shows that they decided to take 1 person top while you were on bottom, you are now able to start a fight 4v5.
In every situation taking this rotation is a benefit for your team, even when you lose fights, you are giving your team the best possible chance of winning.
During this phase it is important to remember to push the lanes as far out as possible and always try to take a teamfight near the objective you desire.
Around these levels the Dragon Knight is finally gaining some strength, from this point out you should be looking to concentrate most of your push to the bottom lane.
The reason you want to be pushing bottom lane is because it is close to mid does not require that much travel time and because this is the only lane in the game with 3 mercenary camps on it.
With having both giant camps and a knight camp, this lane will always be the most effective lane to push. Another benefit of pushing through bottom lane is that it has a wide open area, unlike the top lane.
Meaning if you are engage on while your team has the Dragon Knight, you are not susceptible to large AoE damage like you are when you are pushing the top lane on the bridge.
At this point you should be getting keep walls and keeps down. All of those merc races you did earlier in the game have paid off and you are able to threaten keeps much sooner than you are in other lanes, for instance top, because you have always been pressuring this lane with mercs.
At this point you should be slowly closing out the game. This part of the game is almost exactly as it was at lower levels, but the death timers are even bigger.
Meaning picking fights and rotating together is even more important than before. Stick together, that is the best thing you can do at this point.
Wait for the next Dragon Knight, abuse wave clear, and out rotate your opponents. Once you get your next dragon knight, you can be looking to either end or get a second keep.
To keep the conclusion short, everything on Dragonshire is dependent on your teams rotations and merc camps.
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