Das MOBA-Genre findet seine Ursprünge in "Defense of the Ancients" (kurz DotA), einer Es folgten weitere MOBA-Titel wie Demigod (), League of Legends (), Heroes Aber der MOBA Begriff ist ein schrecklicher. RTS, FPS, MOBA und Co. Ein höherer CS bedeutet mehr Gold, das in starke Gegenstände, die Ihren Charakter verbessern, investiert. Moba bezeichnet: Moba (Volk), ein afrikanisches Volk, das vorwiegend in Togo und Burkina Faso lebt; Moba (Sprache), die Sprache des gleichnamigen Volkes.
Was ist MOBA?Online Wetten eSports. Die Kurzbezeichnung MOBA bedeutet Multiplayer Online Battle Arena und stellt in erster Linie die Spiele dar, in denen zwei Gruppen auf. Multiplayer Online Battle Arena . MOBA ist kurz für Multiplayer Online Battle Arena, und das ist das erfolgreichste Computerspiel-Genre derzeit, gemessen an den Spielerzahlen.
Was Bedeutet Moba What is scaling? VideoGenesis MOBA PRO Guide ps4 deutsch
Damit manche Spieler die Runden speziell nicht verzögern, beginnt sich das Schlachtfeld an einem gewissen Punkt zu verringern. Die Figuren, die keine Zeit hatten, innerhalb des Kreises zu rennen, verlieren Gesundheit.
Im Gegensatz zu den Konkurrenten ist das Gameplay von Heroes of the Storm viel verständlicher und einfacher. Natürlich weisen Vereinfachungen noch nicht darauf, dass das Gameplay primitiv und lässig wird.
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August 11, 0 Comments Agilio Macabasco 11 min read. What is scaling? How it works Scaling refers to the rate that a champion is able to get stronger as a match goes on.
The Stat Scaling Spectrum Champion stats are impacted by their base numbers and their ratios of increase. Leona Leona stats from LoL Wiki.
Back to top! Minions will continuously walk down a lane until they seek out an enemy and keep focusing down the chosen target until the target dies or another, higher priority target approaches them.
The minions have a priority order that they will follow if there is more than one potential target in the area. They re-evaluate their focus every few seconds, so if a higher target approaches them, they will stop focusing on that target and switch.
The priority system is pretty straightforward, except for their highest priority target and their number one nemesis — the enemy champion who is attacking their guardian.
But, it is not the only way the minions will start focusing you down. If you have target spells and use them on the enemy, then the minions will also focus you.
Check out this video by Rafizz , one of our Discord Honorable Community members to see this in action:. Things that are considered target spells are abilities that you point and click on an enemy champion.
Abilities that are also auto attack orientated like Dr. If you accidentally auto attack the enemy or use one of your target spells on them, then the enemies will focus you.
They have a range of , and they are not afraid to chase you down. Keep this in mind when laning as it can often interrupt and mess up your desired management tool.
If the minions start focusing you, you need to run out of sight and out of range of them. You can drop minion aggro by running into un-warded bushes as well as leaving the localized area.
The minions priority never changes and they follow this strict ruling for every attack that they do. They will continuously look for higher priority targets and you will see this in your gameplay.
When your reinforcements arrive, the minions will switch aggro to your minions instead. When freezing, you want to be able to zone the enemy off the farm and make them overextend if they want to get any farm.
If you want to freeze the wave, all you need to do is last-hit the enemy minions at the last possible second.
Sounds simple right? Whenever the enemy damages a minion through either auto attacks or ability use outside of last-hitting, you will need to match their damage.
This is because your allied minions will die quicker as they have less health and as a result, the enemies wave will be pushing towards you.
Because you would be matching the damage, all the minions both allied and axis will die at roughly the same time which prevents the wave from pushing in either direction — thus creating the freeze.
Attack too little, and the wave will push against you. Depending on where you would like the freeze to occur, you will need to manipulate the enemy minion wave in order for it to stay there.
The closer you are to your tower, the more enemy ranged minions you need in lane. This is because your reinforcement minions will get to lane quicker compared to the enemies.
If there was no minion advantage for the enemy, your minions would start pushing, however leaving alive some minions will prevent the wave from pushing towards the enemy.
To make the concept super simple, count how many full health or healthy enemy caster minions there are in lane. In the image below, we can see how many enemy minions you will need in different parts of the lane for the minion wave to freeze.
Please use this image as a guide and at your own discretion as the image may be slightly off. For this to happen, there needs to be no additional extra minions left alive in the lane on either team.
If you have 3 minions alive, you want the enemy to also have 3. Most commonly, you will find 0 minions against 0 minions in this area for the wave to stay here — this is because around this area the white line is the middle of the lane where minions traditionally meet.
At the start of the game, if the minion wave is not contested or pulled in any specific way, the minions will start forming here and fight in the middle of the lane.
If you have 3 caster minions here, you will need the enemy to have 4. The closer you get to your tower, the more extra minions you will need the enemy wave to have.
In the purple area you will need 2 extra minions, and in the green, you will need 3 extra minions.
Once a minion waves start building up, they can very easily and very quickly take down your minions and your tower. They can also force the wave to bounce leaving you in an unfavoured position.
You do not want them to start attacking your tower and instead, you want them to focus you. Pull them away and out of position of the tower.
Forcing them to focus you either standing still or making them walk slightly back on themselves is highly beneficial for the freeze to stick.
Be careful not to walk too far away from them as you may drop minion aggro, and avoid tanking them for too long.
Just do so long enough so they can start attacking your minions again outside of your tower range when they arrive.
As you can see from the video, if you have your Support nearby, they can tank the wave for you. Depending on in-game factors, they may be able to tank larger waves.
If they cannot tank large waves, then you will need to thin it down. When your minions die, start tanking the wave again and pull it away from your tower.
Rinse and repeat, and you will indefinitely freeze the enemy out of gold. However, if you cannot freeze like this due to health or items problems, you may need to thin the wave down to an easier number to tank.
At the beginning of a game, champions are incredibly weak. Until the laning phase gets underway, you will not have much damage and no real way of protecting yourself.
This is what can make freezing difficult and tanking them rather risky. You need to avoid tanking for extended periods of time because it may allow the enemy to engage on you or kill you.
You also need to make sure that there are not too many minions coming at you because they will overwhelm you. So far, we have only really talked about the side lanes and how you can use wave management in them.
Since the middle lane is much shorter and as the minion waves arrive much quicker, wave management is less effective in some aspects.
In the middle lane, most champions lack the ability to hold and freeze waves because many of them do not buy defensive items until later on in the game and neither are they tanky enough to hold the minions in place.
Another reason for this is that many mid lane orientated picks have damage and have high kill potential that makes freezing quite risky.
With that said, you can still freeze in the middle lane and you should do so when you need to. The zones are much smaller in the areas where it is safe to freeze and use other wave management techniques.
Compared to the side lanes, the mid lane has the exact same features of freezing except the zones are smaller. Beware when holding or dragging the minion wave as the enemy may be able to engage on you.
Wave management in the early game in the middle lane is all about where you have the wave and what the enemy can do to you.
As the middle lane is the most gankable lane in League, you need to have the wave in a favorable position where you can avoid cheesy ganks.
Recalling is something that every lane needs to do and should all look to do at the best time to prevent missing out on farm and experience.
In the middle lane, the best time to back is when the wave is approaching your inhibitors. When you Recall, the wave will just be outside of the inhib tower and your tier 1.
This is a great time to Recall to minimize gold lost. Before backing, make sure you shove the wave into the tower as this will either delay the enemies Recall, or make them miss out on gold.
Another very useful technique that some pros use is where they kill all the minions in lane, but leave 3 caster minions alive.
They then hold the wave until their allied minions arrive and then they Recall. This is a good thing to do as it will allow the wave to freeze as soon as you return to lane.
This wave technique is really good if you have a cannon wave approaching as the enemies wave will kill the cannon minion before they return to lane.
There are some variations to this method. Some players leave 1, some leave 2 and some leave 3. Each has its pros and cons so you should leave the amount that is more applicable to you.
Here are some good techniques you can use in the early game to help you get the most out of the early levels and start getting an advantage:.
If you want to start to freeze as soon as the game starts, you can just last-hit the enemy minions at level 1 and have the wave slightly push towards you.
This will set you up for a closer freeze. Keep in mind that you will need to match the enemies auto attacks and damage outside of last-hitting to prevent the wave from pushing too far or bouncing.
What you do is push the wave level 1 by only killing 1 or 2 of the back minions fast which will make the wave start pushing.
You then proceed to last-hit the remaining minions. Then on the second wave, you push the wave as hard as you can to the enemies tower and let it reset so on the third wave the cannon wave it is in the middle of the lane which will prevent ganks from the enemy.
You can then choose to allow it to push towards you prevent ganks, making it safer for you etc and then deny the enemy. At level 1, you want to push the wave and try to get it moving.
You can do this if you have AOE abilities that make it quicker. With that said,you do not want to hard shove.
On the second wave, it will bounce off the tower and start slow-pushing towards you. On wave three and the cannon wave, it will continue pushing towards your side that will prevent enemy ganks.
This is super helpful as it can stop cheesy ganks from the enemy. It will also give you early lane dominance and allow you to help the Jungler if they start to skirmish with the enemy over a Scuttle Crab.
You should get the wave to freeze on your side of the lane, just outside of your tower. You need to keep it outside of your tower range so your tower does not take free damage from the minion wave.
You should avoid letting the enemy have pressure on your lane which you can do if you keep it outside of the tower. Because of the way minions spawn and work, if you freeze in this area, you can pull off a harder and harsher freeze because your reinforcement minions will arrive to lane quicker compared to the enemies.
Freezing is incredibly situational and you should not use this section as a rule of thumb. Instead, use this as an example of what you could potentially do in this situation.
You should only be using a freezing in the laning phase. In this section, we will discuss some real matchups and what you could look to do during the laning phase to have a better start in the game.
Please remember that everything in this section, including the example matchups is highly situational and you may disagree with some of the suggestions that are presented.
A lot of matchups and wave choices rely on the enemy Junglers pick as well. Example Matchup: Camille vs Gnar reference timing: Levels Darius: Would like the wave either in the middle of the lane, or slightly closer to his tower.
Teemo : Wants to keep the wave close to his tower until 6, and then keep pushing after 6. Twitch and Janna: Keep it closer to their side of the lane or close to the middle.
Caitlyn and Fiddlesticks: Push, push, and push. Push the enemies tower and get kills. There are two things that you can do to break the enemies freeze.
The first is to overwhelm the enemy minion wave and the second is by requesting your Jungler to help break the freeze.
If your Jungler comes to help, your team might be losing pressure around the map and this could put your Jungler and other lanes behind.
In order for you to break the freeze on your own, you need to clear the minions and shove it into the enemies tower. This will make the tower reset or bounce the wave and let it end up in a much more favorable position.
You do this by using your auto attacks as well as abilities to kill the enemy minions faster. Another way of doing this is by forcing the enemy out of lane.
Ideally, you will be able to push the wave and deal damage to the enemy as well, but if you do not have sufficient wave clear through AOE abilities and damage output, then you may have to go for the latter and try to fight the enemy.
Beware, if you cannot either push the enemy out of lane or clear the waves quickly, you will need to request Jungle assistance.
Compared to freezing, slow pushing is something that is done in the later stages of the game. However, in the mid lane, it is more commonly used during the laning phase so you can roam.
Hier fungiert als Heldeneinheit ein Mech, mit dem der Spieler kämpft, aber auch durch Ressourcen erworbene Einheiten übers Schlachtfeld transportiert und befehligt.
Am erfolgreichsten sind aktuell zwei geistige Nachfolger des bahnbrechenden Defense of the Ancients: Zum einen die offizielle Fortsetzung Dota 2, die vom Steam-Betreiber Valve veröffentlicht wurde, zum anderen League of Legends der kalifornischen Indie-Entwickler Riot Games, die heute Teil des chinesischen Technologiekonzerns Tencent sind.
Dota 2 wird laut Steam-Charts von durchschnittlich über Another way to consider the roles played by the heroes is the impact they have on the course of the game.
This aspect is separate from the lanes that the hero begins in or amount of farm they get, as described in the previous section.
A good team composition will have some ability to do all of these jobs, or at the very least, counter the enemy when they do these things. Heroes that push lanes are good at bursting down waves of creeps and moving quickly from lane to lane or attack a lane from across the map in order to put pressure on the enemy towers forcing enemies to respond, potentially setting up ganking situations and at the very least, forcing enemies to disengage their attack to respond to the waves.
Lane pushers are countered by lane de-pushers or ganking, since strong lane pushing heroes are often found alone.
Heroes that de-push lanes can safely eliminate waves of creeps defensively, even when the enemy team is present. For example, a Sniper's Shrapnel can wipe out creeps without putting Sniper in a dangerous position.
Lane de-pushers are countered by heroes with strong initiation, such as gankers, or by tower hitting heroes that can damage objectives without the help of creep waves.
This job punishes enemies that get out of position by quickly picking them off. Ganking heroes often have abilities that allow them to go around the enemy team safely to get to their intended target as well as a nuke or burst damage to quickly finish them off.
Gankers can be countered by strong team fighting that prevents gankers from getting to heroes most susceptible to ganks. This term is often used to describe heroes that can have a major impact on a fight involving multiple heroes, such as those with large area of effect disables.
Often these heroes will also be able to sustain or avoid massive amounts of damage while doing damage to the enemy carries.
Team fighting compositions can be countered by having strong lane pushing abilities that force the team to split up or turn back to defend.
Heroes that can safely do damage to towers over time or that have burst physical or pure damage abilities are good at taking towers.
Tower hitters are often countered by direct fighting, either with ganking or team fighting that prevents them from taking the objective, or by having enough lane push to ensure that creep waves are not present so that backdoor protection is active.
Having a hero that is good at taking Roshan can give a major boost to your team's ability to win in fights and take objectives, or deny those capabilities from the enemy team.
A Roshan killer will often have the ability to corrupt armor, regenerate health, or use a combination of lifesteal and immense physical damage to simply kill Roshan faster than Roshan can kill them.
Sign In. From Dota 2 Wiki. Jump to: navigation , search. See also: Carries. See also: Supports. See also: Nukers.
See also: Disablers. See also: Junglers. See also: Durable. See also: Escape.