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  • in reply to: Vouch request – GoldenPants #10306
    thegreatMOAMOA
    Participant

      Deny (I finished the vouch request on voice + stream)

      in reply to: lihl trial root #10239
      thegreatMOAMOA
      Participant

        vouch request done on voice + stream on discord.

        Accepted for trial, GL

        in reply to: ddemon1o #10055
        thegreatMOAMOA
        Participant

          accepted

          in reply to: Vouche Request – Kilika #9758
          thegreatMOAMOA
          Participant

            Btw since it’s the only place I can react about what you said since I can’t contact you on discord anymore, anyway, I just want to say I have 0 idea about what you are talking about with the “you guys think I dont even deserve a fbg vouch” if some people share you some total BS I think you should clarify it with us, we are not evil moderation, and the goal from the discussion with you after deny is to see what you can eventually improve if you plan to reapply LIHL some day.
            Feel free to contact me on discord

            in reply to: Vouch Request #9700
            thegreatMOAMOA
            Participant

              GAME 1
              slave harlot dm roll into necro rr lvl 4
              team : priv saber zombi/hydra with carry adds for early game/saber yolo

              You play it safe with 2/0 push lvl 3 after sending 2, I don’t think it’s necessary, your team is doing good level 3 and for now you are not the carry lane with such a roll, if you leak against a send it feeds your team.
              You place 2nd skeleton level 4 into reroll, I disagree with this rr timing, you want to place bone warrior before rerolling which is good but you could have rerolled level 1 : 2 servant 2 bones into reroll, if you get a better yolo or some carry roll which synergies bad with slave you could have play it instead, rerolling level 4 gives you an extra servant level 1-2-3 but lower your options.
              So you reroll into necro, you have now the best tank and the best dps of the game for level 10 you are definitly a carry lane.
              You upgrade darkmage for level 5 and you are 5/1 which is ok, you push 6/3 for level 6 and build the rest for level 7 (necro + captain), you clear good against no send lvl 7, and you stay 7/3 with 2 necrolyte 1 ghost for 10, you eat 10.
              I am not sure about this captain add, it’s a pretty bad unit early game, it gaves you 6 extra gold from 1 slavemaster living level 8 and 9, the synergy is decent with slaves since captain don’t suicide but it’s still not really good, I think it didn’t change the outcome for 10 since you are mid anyway with 7/4, it would probably be better if someone else stay 7/3.
              Good t1 blocker placement for 10

              For now you played it quite good, you are almost 2200 value 7/4 arena.
              You reroll but you didn’t place any scientist.
              You have now tot, ship, dragon aspect, next reroll is 100/100.
              Not placing scientist is huge mistake, you don’t really have good DPS with this roll, mutan are the best DPS but it’s still better than any of the units you rerolled, you also have 2 darkmage.
              Your play midgame is 2-3 mutans, rest ships, high send snipe potential, ships are good tank for your ghost and darmaged/juiced mutans.
              You are going 2 dragons aspects, it’s a really bad unit for 15, the spell is bad and you dont have much pierce value to make it work anyway (2 necrolytes 1 ghost)
              You are mid level 15 against a small send, I can’t see your value but you are probably around 4200, you are small mid, I think if you built ships and mutans you would only lose ship’s summons.

              Early game was fine, midgame was bad

              Game 2 :
              Roll : milita infantry grizz rr level1 into locks tribesman mudman ygg
              your team : slave necro/saber/ crawler ship para mw tot aod

              Rerolling level 1 is fine, you could have place 3 militia instead of 1, or a grizzly.
              Yellow and pink are the carry your job is to push with green.

              You play ygg level 1 into alpha level 3 and ask your team if you should go tok or yggs.
              You never go 3 yggs 1 alpha in this game, you need to make yellow and pink fat, now you are stuck with a alphamale and go tok level 5 with 2/0, this is really bad.
              In general you never play tok level 5 in any situation, the few situations you can tok level 5 are : if you rerolled your ygg level 1 and have nothing else to build (very rare), if the enemy team sent level 2 and your team don’t need you to hold and you have bad options to yolo with your ygg, if you gamble level 3 with underbuilding (ygg icetroll, captain) or if you have crab.
              Basically if you don’t have crab icetroll captain or if you didn’t rerolled your ygg level 1 into bad adds you NEVER tok level 5.
              Also you have mudman and mudman is popular add for tok level 7 setup (ygg golem for level 5-6) it can leak on those level few creeps but it’s the play anyway.
              I would say 80% of yggs roll can be at least 5/1 level 5-6 into reaching tok level 7.
              In worse case in this game if you didn’t have the right adds you need to try to yolo somehow but you can’t be 2/0 level 5.

              You add a lock level 7, you pushed from 2/0 level 5 to 7/2 level 7, leak half lane, and sent a total of 240 lumber level 7.
              You push 7/6 for level 10, add a ygg, if you wanted to damage better 10 you needed lock, you push 7/7 arena, it would be better to be 7/7 level 10 since building vs 10 didn’t change much.
              You have now a good clear setup for midgame, 7/7 is definitly the right play.
              You are mid level 15 against demon kraken furb.

              Bad game.

              Few tips about popular tok level 7 setup I have in mind right now : ygg + magna, ygg + 2x polar, ygg HR + around 80 value of decent tank unit (2 corrupt ent, 4 parrots for example) ygg 2x alchemist, ygg 2x ghoul, ygg golem

              Game 3 : aqua cpolar lod
              team : lod carry adds/saber/malf cw grizz
              You push 4/0 level 2, it’s good, you have a decent t1 add and your team is good level 2, you leak pretty big against a furb level 2, that was definitly unlucky, you risk level 3 with 320 val, I like it, sadly you get a random bow and leak.
              I am not a fan of the t1 placement but I’m not saying it’s bad, the reason why I don’t like it is that when it’s a melee t1, you increase your chance to pull the aquas off the wall to run too much front, especially level 5 and 6, then you lose your wall clog and your army gets surrouned early, I think the best placement is next to front aqua on the wall (for melee t1).
              you go 400 aqua level 4 and 580 value aqua polar level 5, I don’t like the polar placement, I think it should be on the wall behind the front aqua, then you have a better wall clog level 5 and 6 and you can hold with 530 val level 5 and 6
              You push 7/6 for level 10 and build 1 hades and cyborgs to cover 14.
              You had a carry roll and gave up to carry after leaking too much level 2 and 3 (I guess) which was unfortunate leaks, it’s good play, you adapted to the situation, those leaks hurt your lane too much, pushing was definitly good decision and you still had good potential against level 14, you did your job

              Good game.

              I think you miss knowledge about some units, dragon aspect is a really bad unit for level 15, and ygg golem into tok is kinda required knowledge to play LIHL.
              Tho your aqua carry adds hard risking into giving up carry after unlucky leaks shows you are not delusional and that you game sense.
              But you are not ready yet for LIHL, deny.
              Feel free to answer here or PM me if you wanna

              in reply to: Vouche Request – Kilika #9234
              thegreatMOAMOA
              Participant

                Gl for your trial, accepted

                in reply to: Vouch Request – Horuseye #8511
                thegreatMOAMOA
                Participant

                  Game 1 : lod hr rev wanderer
                  Your team : disc mw going hard yolo, priv, saber zombie dp mermaid

                  You are playing LOD HR yolo
                  Good decision, it’s great yolo and it’s pointless to OB in any way early game with such a roll
                  LOD level 1, acolyte lvl 2, you leak the furb, phantom lvl 3, hr level 5 + another acolyte, 2nd lod for level 7 with 6/3
                  That 2nd acolyte was not really needed and you push from 4/2 to 5/3 to 6/3 which is not optimal but no big issue since you considered OB level 6 and then you would have been stuck with /1 lumberjack if you went 7/1.
                  You miss some income not upgrading the king lvl 5 and end up selling this acolyte level 7 to reach your LOD (after getting some feed level 6)
                  You are lucky your got feed level 6 otherwise you would never reach this 2nd LOD.
                  You have the carry roll of your team, it’s better if you are the one upgrading attack level 5 and you can let the yolo rolls bank for HP level 7
                  Still good game from now.
                  They send 7 and you burn 3 heals, nothing you can do about this, huge king gold from level 7 and you decide to go 7/4 and get a revenant for 8.
                  This 7/4 is way too greedy, staying 7/3 you can reach 2 hades level 10, covering hard your team there, instead you get SOV and 1 hades and kill 1 boss level 10 against some 700 lumber send on level 10.
                  Teal and purple are 7/5 and 7/7 they really needed you for level 10.
                  You are still really fat midgame with this strong early yolo, you go 7/5 and build crawler and sabers expecting a 16 race.

                  Decent game, some miss calculations to get your LOD on 7, and 7/4 is imo a big mistake, strong yolo still

                  2nd game : slavemaster PD gnolls

                  Standart slavemaster yolo for early game : 2/0 from lvl 1 to 3, you need indeed to cover 3, 520 val 4, 640 val lvl 5.
                  You are doing pretty good against a 5 send and you plan to go aod level 8 with 7/3 level 7.
                  Your team is sending full 7, I see that you are starting your 7/4 push couple of seconds before level 7 ends, which is a good move, you wanna see if you can both reach your aod + 7/4 depending on the king gold you get, I like it, you are pretty weak level 8-9 tho, with 1k val aod slavemaster level 8, and 9 is slavemaster weakness also, so I doubt it was the correct play to go for 7/4 if you could actually reach this 7/4+aod
                  You leak couple of creeps level 8 which is fine since aod is less dead value than slaves, you rr level 9 to hold 9, you get a darkmage, you leak couple of creeps again on level 9 and you need to sell the gnolls you placed level 8 and a skeleton built on level 9 in order to reach the PD which is fine.

                  The call is to send 15, your teamates and yourself are all equaly fat pretty much at arena, but they have great rolls and yours is lightly worse, you decide to sacrifice for your team going 7/7 and leaking, you don’t even try to rr 50, great teamplay, rr is pointless indeed, you are the one who needs to leak for the team.

                  Good game !

                  3rd game : peewee icetroll lock komodo.

                  Your team is : sg crawler, ts infa sg, aqua aod.

                  You have 2 OB roll in your team you need to yolo, you have 3 options here :
                  – RR in order to get a better yolo
                  -peewee yolo
                  -komodo yolo

                  Your team is weak level 2, peewee is a bad decision, you cover this level with 2 komodo, good play.

                  You build icetroll level 3, lock level 4, upgrade lock level 5, you are 7/3 level 7 and build a veteran and upgrade another lock for level 8, trident 9 with 7/4, another trident for level 10.

                  Great game, nothing to say, you optimized your yolo to his limit, barely holding all levels pre 10 and that was definitly your job this game considering your teamates rolls.
                  The early warlock which is usally a trap unit to yolo with worked perfectly, well done.

                  to summurize :
                  – solid build, good teamplay, strong yolos.
                  – a bit too greedy, if your team needs you you need to stay low (hades hr game). I saw a lot of “start push cancel push, start push again” carefull with calculation, overpush can kill your lane if you fail math (lod hr reaching lod level 7 thank to the feed level 6)

                  Good luck for your trial !

                  in reply to: Vouch request – okbik #8255
                  thegreatMOAMOA
                  Participant

                    EA game : roll : ea no adds into rev ea icetroll hydra necro lvl 9
                    team : cw bad adds, mav, turret

                    both teams send 2, you goal, and west scout cw mav from your team, you fear a 6 send and decide to send 5 to force king.

                    Typical ea build from level 1 to 4 with fine placement of t1, small OB 5 but your team is not great there so it’s fine.
                    You goal a LOT on 5 and they spend all their lumber for king.
                    You stay 7/2 and upggrade a 3rd EA for level 6
                    They obviously have no lumber to send 6, you would mid against a small surprise send indeed but this is definitly not your job to cover a really unlikely send 6.

                    3 EA lvl 7, 4 EA level 8, then you stay 7/5, place archer and halfbreed and check your rr level 9

                    You build hydra for level 10 instead of necrolyte + ghost

                    You should have built necro there, better damages overall and better chances to snipe a boss

                    You build ghost right behind hydra for arena, I am not a fan of this placement, the ghost might behave stupidly and run too much front level 15 17 and get sniped by the demon at some point.
                    Anyway, you set up 2 hydra 3 goalith for level 15
                    I am really confused there, you really need to focus on anti 15 and you have the dream roll for it (hydra rev ghost) but decide to go goliath which is not optimal.
                    I would be ok with 3 hydra 1 goliath rev or 4 hydra rev but not 3 goliath.

                    Quite some mistakes in this game (3 ea level 6, hydra level 10, 3 goliath level 15)

                    Game 2 : ea disc : your roll :
                    Your team : yellow : suic : green ship, pink ygg

                    Disc into ea level 3 (front of disc)
                    Great play level 5-6, you have 108 gold and can’t afford 2 archer level 5, you go for archer + t1, green told you to do mw in front.
                    You took a risk to leak some on 5 indeed but the mw in front would make you weaker level 6, you add a mw behind for level 6, great placement since it’s your DPS here, west sent there but I believe you would hold, and you did the minimal value possible to yolo level 5-6
                    You add more EA in front of your first disc for level 8 and stay 7/5.

                    The only trap of disc/ea is level 8, it’s way weaker than pure ea, to optimize a hold 8 when you have a disciple in your setup you need to manage to have it in front of your army, I am not saying it’s better to build your first ea (from level 2) behind disciple, which is obviously weaker early levels, but on 8 it’s better to build ea behind so your disc run more front and target more units with his spell.

                    This is just a detail tho, you leak only 2 creeps.

                    I am a bit confused from lvl 8
                    you have 3 different choices there :
                    -> push and provide lumber for next send in midgame
                    -> keep that roll to cover 12 13 14
                    -> RR and try to carry midgame

                    IMO you are not in danger pre 15, west sent 10 but if they skip you wouldn’t die 12 13 14, your team is a bit scared of 12, if your play was to cover it, then you need to keep this roll (no tot before 13), mass ea 12 into tot 13 and ea/rr 14
                    You decide to place tot and rr staying 7/5, thing is, even tho you are had a nice early game you are never a fat lane before level 17 since the teamcall is to skip 10
                    So your lane is pretty irrelevant on 15, you most likely won’t mid whatever you reroll and your team doesn’t need a 3rd carry lane anyway.
                    So you stay 7/5 lvl 10, clear dinos but you don’t kill a boss and you stay /5 for 15 with a great roll but based on clear potentioal.

                    Anyway since west has no heal left and you have 4 heals the play was to go 7/7-8 or stay on your first roll with 7/5 covering 12 13 14 (and no tot 9)

                    3rd game : ea tribes dp
                    Your team is ship, ship, aqua hydra

                    standart ea game, 2 small archers for level 5 (you can hold with 1 archer 1 t1 btw) it’s fine since your team is not good there, you add a tribesman level 6 and start to setup 10 from this level.
                    Your set up is fine and your placement is good, question is, do your team needs you to overbuild level 10 ?
                    You have 2 fat ship lanes with good adds who gonna hold great any send in midgame.
                    You did the best of your team on level 10 but you also got really lucky with the spawn.
                    After level 10 your lane is pretty weak level 15 17 considering the amount of dead value even if you are the fattest lane on the game.
                    You cover 16 indeed but you could cover it also with 7/7 level 10 into recover 12 13 and ship do quite fine anyway on 16

                    I watched the militia game but I won’t comment that one since I’m pretty bad/not confident with that unit.

                    Deny, too many mistakes on game reading, your builds are quite strong (except the 3 goliaths build) your position in your team pushwise wasn’t optimal from what I saw -> 7/2 ea level 6, low push EA midgame in 2 different games when your lane was not needed.
                    Feel free to PM me or answer here if you have any question

                    in reply to: wat ein ranz #7984
                    thegreatMOAMOA
                    Participant

                      ea turret hydra game :

                      standart ea start, freehold 3 with undervalue 1 ea 1 archer 1 turret with pro placement, optimal push the whole early game, stay level 10 going hydra to damage so team can eat mid against a send
                      stay /5 midgame with carry roll (hydra para copter)

                      Good game

                      A bit overbuild level 8 but the plan was to damage 10 good anyway and I’m not sure about the turret placement (all behind ea) since turret is tank for the ea but it would also get sniped level if it was front and turret is actually your DPS level 10 compared to EA so I guess it’s a matter of opinion and of what you expected (1 turret front better 5-6-9 but weaker level 8-10) and I need want to learn german to analyze this game

                      Disc game : start disc, add ogre parrot level 2, 2 disc level 3 with 3/0 into 650 val 3 disc level 5, east send 5, you eat all mid.
                      You hold 7 against send with 7/2 and hold 10 vs no send with 7/4, you kill east level 13.

                      Good game, you went hero mode, level 5 you are 190 val OB (2 disc 3 parrot hold 5) and the carry lanes gambleled this level, optimal teamplay was to let the the LOD OB since you have insane yolo level 5-6 with this roll.
                      The outcome is good ofc because they send 5 and your hold level 7 is pro.

                      Perfect build, good game

                      Spawn ts :

                      Not much to say, eat level 7 eat level 10, perfect placement, and gnoll lover

                      good game

                      WB ranz

                      in reply to: Quail vouch request #7728
                      thegreatMOAMOA
                      Participant

                        game 1 : ship

                        Roll : skeleton, egg gateguard ship aod
                        team : ygg, egg malf ygg, hydra
                        2 OB lanes in your team, you ask the malf guy not to start ygg because you need some push in your team indeed.

                        Your roll is super interesting but it’s a TRAP because it has really bad dps
                        You first want to yolo it, because your team have bad push, then you change your mind and say “fuck it i’ll go pd'” and change your mind again yoloing it.
                        PD ship is for sure a bad option (no dps level 7) huge OB weak hold 7 into weak hold 10
                        gateguard is no option (terrible synergy with ship, death level 5)
                        In my opinion, the only DPS unit I see which is usually underated with ship is skeleton archer, any ranged dps units have better potential when ship is your frontline, fire archer have high attack speed which synergies good with low attackspeed ship to finish creeps (level 5, even level 6, level 2, and decent dps level 7-10)
                        Anyway you went ship 3/0, risk level 2 with ship egg, upgraded ship level 3, dark mage level 5 575 val leaking 5 birds 5 and 5 golems level 6, another big ship level 8, dm level 9
                        you killed 0 boss level 10 with 7/4 2 big ship 1 small 2 dm egg, but did the best level 15 with a 0 deav value setup (rr into griffin)

                        Many things to say about this game. You obviously didn’t have specific idea of how to play it but to be honnest, nobody would have the whole early game setup in mind from level 1 : You placed skeleton level 2, change your mind and sell it to build egg instead so you can reach big ship level 3, if west send level 2, your team leak 40 or more to king, and your lane would leak 20 creeps against a furb (ygg with 2 t1 would leak 10 creeps or more vs furb ; sea giant and malf clear bad)
                        with fire archer or darkmage level 2 you can clear your lane, that was the play.
                        Level 4 you are not sure to hold but your big ship is almost full HP mid
                        You add a darkmage for level 9 and push into 7/4 during 9, you should have push earlier, you would leak a really few creeps maximum during 9 not building.
                        You stayed /4 for level 10, your team was really bad this level but adding a small ship didn’t do much to hold better since you don’t have dps in your setup

                        Decent game overall considering how much a trap is this roll, you did really decent level 5 and level 6 with low value (575) and all your team needed from you was decent push, which you did.
                        Darkmage helped you to hold decent 5-6 but overall I would say to NEVER upgrade ship before level 7 (small ship is always better)

                        Game 2 : VET
                        you place some ogres and 2 tribes (good) from a tk roll and rr into peewee servant sprite sea giant
                        Your team has turret yolo, some mav crawler yolo and red is OB
                        anyway no matter your team rolls you must yolo this game, sea giant is no option considering your adds, it would end up no push no hold 7-10
                        So you keep 2 ogre and veteran yolo the rest.
                        Keeping 2 ogres is really good, better hold vs warriors, better hold level 2, freehold level 3 with 2 vet 2 ogre against no send, great synergy level 6.
                        You are slighlty overbuild this way level 4 (510) but it doesn’t matter since you add jsut a sprite 590 level 5 and holds (which setup anti 9, vet weakness) you add a peewee level 6 : 615 val and leak 2 golem only, you push to the limit, hold level 8 with 2 more vet, close hold 9 with sea giant, thank to the sprite you did from level 5. Up hdyra level 10 to damage.
                        Midgame you go for hydra tb and rr into ghost and you rape.

                        Not much to say, perfect game, those 2 ogres and the sprite synergies perfect with your vet yolo.

                        Game 3 : aqua specter sprite necro ship seer roll.
                        Team is butcher OB, aqua, aqua
                        You decide to play your roll the toxic way : start ship into necro, and I’m completly fine with this, this is a curry roll with 0 dead value, your only weakness is warriors.
                        You stay 2/0 to get your necrolyte level 3 if they skip 1-2, which is good.
                        they send level 2 and you are mid against dino.
                        you add a sprite level 3, which is OB and won’t help you any level in early game since you are going for holder.
                        It’s not dead value in a 15 game tho, which is fine, I think 1 or 2 specter was better option. But I’m not sure if 1 specter would hold.
                        You expect a 4 send because they don’t upgrade king level 3, you go for necrolyte and OB the rest for level 7 with 5/1.
                        They send furbmit 7 and you are mid, weak mid.
                        I dislike your level 7 setup : big ship small ship necrolyte and necro.
                        Necro is really weak value unit, on level 7 and 10 it doesn’t do much, i think the 2 small ship 2 necrolyte was a better set up for level 7.
                        You leak 1 boss level 10 against a huge send and you are mid 15 with a 0 dead value setup (tb ships necro)

                        Decent game.

                        Game 4 : engi disc priso hr spawn
                        your team : aqua ship, engi, necro ghoul sprite cyb.

                        I watched the early game 3 times because I really didn’t know what to think about this game.
                        Usually I don’t comment about calls because I think it’s not important for LIHL but this game I have to.
                        You start 3/0 disc, call str8 5 because your team is bad 5, which is true : aqua engi sprite ghoul are huge RIP 5.
                        Since your call is 5 you play 3/0 disciple level 3, you don’t wanna sell level 3 the t1 you placed level 2 to reach 4/0, usually you can but since you don’t get any income form straight 5 call it’s fine I guess.
                        You push 4/0, add another tier 1 level 4 and bank like 130 gold.
                        You got a freescout from level 2, see privateer army, which confirms your 5 call, level 4 the engi lane is somehow 390 val, leaks pretty much half lane, you get a lot of feed from this, and east send 5 also, scout ghoul sprite, aqua, obvious leaks from engi and disciple.
                        You get a spawn level 5 and sell a t1 to get a prisoner, I have no idea what you planned to build with 130 gold banked level 4 and such a roll if you didn’t get so much feed from the engi lane.
                        You leave a gap between disc and spawn which is fine placement for level 7 and do prisoner side of the spawn which I dislike, I think it should be behind spawn.
                        Anyway you eat their 5 send, and aqua ship is mid also.
                        East is mola and burn 3 heals on 5.
                        You are mid level 7 and call 12, good call, and win race 12

                        I am really confused with the 130 gold you banked level 4, I think if you planned to be holder 5-7 you should have just 4/1 2 disciple spawn, the outcome is good considering the feed level 4 from engi.
                        I dislike dragon level 7 in general but considering you didn’t clog and your team had no holder 7 or 5 I guess it’s the right play even if it’s a really bad setup after 7.

                        Good/weird game :p

                        That was good enough for me, we already talked about this some months ago and the main issue I saw on your replays is the same, a good game plan level 1, I saw you hesitating a lot on what to build, especially the dm egg ship aod game. The worse mistake from all I saw here was ship + egg level 2 when your team is totally trash level2, against a send 2 game would be over, the reason of this mistake is that you didn’t know level 1 what you would do level 2-3 (you first place skeleton, then sell it, then build egg, then type “info 2” to see what you reach on level 3 and at the end you didn’t notice that your teacompeltly die level 2) You had to start 2/0 that game or be sure the ygg would go for gateguard level 2.
                        It was a trap roll so I don’t blame much but keep your efforts on your build gameplan during your trial.

                        GL

                        in reply to: Achilles RQ #7719
                        thegreatMOAMOA
                        Participant

                          5 days ban for ragequit

                          in reply to: eld3r intentional teamkill #7479
                          thegreatMOAMOA
                          Participant

                            Banned 8 days for teamkilling on purpose and for flaming

                            in reply to: Vouch DarkKnight / Eternal Fame #7436
                            thegreatMOAMOA
                            Participant

                              Game 1 : spawn

                              first roll : egg peewee ywd : below avrg yolo
                              Your team : turret egg wyv/gnoll cw tot blasters/lod copter turret wanderer.

                              Orange will have to overbuild (2cw 2 blaster lvl 7 or 3 blasters) pink has the carry roll and yellow is a good yolo with some potential of damage level 10

                              You place egg peewee ywd and rr, I agree with that, and you get a shit roll (skeleton panda guard tot spawn)

                              level 1 you have footman ywd egg, you upgrade skeleton into dark mage level 2 and upgrade footman into guard level 3 with 2/0 push, you add spawn level 5 and another spawn level 7 with 6/1 push.
                              Orange failed his 7 hold not reaching 3 blasters and you are mid level 7 to 1 furb and 2 hermits send.

                              You upgrade dragon aspect, add a fire archer and tree of time for level 10 with 7/3 push.

                              Placement is really good, push timing and values each level also
                              You take 3 heals level 7 and win level 10.

                              I see 2 questionnable decisions this game.
                              – upgraded spawn level 10 : 100% mistake, it’s a really bad unit this level, you stay 7/3 with weak potential 10, even if you have great value with all the feed from level 7, but staying 7/3 is good decision since you all in full send 10 to kill them, which work, so pushing wouldn’t make any sense, tho, fire archer was better option than dragon aspect. I can’t blame it much since this unit is relatively new.

                              – You decided to play holder 7 when you had yolo option (egg peewee footman ywd pandaren tot)
                              The outcome was good since the call was to send 7 and orange failed his lane but if orange reached 3 blasters level 7 and west would have called king10 your team would be in trouble, with 2 anti 7 lanes stealing feed from the carry lane (pink with lod) into bad potential 10.
                              That’s what would happen in LIHL, but I know fbg has a different meta.

                              Good game, except the dragon aspect level 10.

                              Game 2

                              You have infa saber copter druid.

                              Your team is : saber with bad adds: sg canon grizz/ ts pd

                              You place a sentry and a copter and take your free reroll.
                              Why ?
                              This is for sure a good roll with a great potential early game : good yolo, good potential 10, prolly doing poor midgame but early game is too important.
                              And depending of what you reroll you may have issues to hold level 3 and 8 (only 1 saber which synergize really bad if you don’t reroll AOE damage unit (level 3) or AOE ranged damage unit (level8)
                              I can understand rerolling nightsaber level 1 after placing 2 sentries if the others units in your roll are bad or if it doesn’t fit with your team rolls.

                              You reroll into lock turret ts ygg void.
                              You decide to keep your sentry and your copter.
                              Copter leads into a trap somtimes (weaker early yolo) but with this reroll it’s a good decision most likely.

                              You upgrade nightsaber level 2 and add void + lock lvl 3, your team leak more than 40 to king this level and you burn a heal.
                              Considering your team is playing hydra and aod level 5 this void dragon is a bad choice : your job in your team is to push or at least to cover 10 and this void dragon is not helping you for that, and also have a terrible synergy with nightsaber (as said before) making you leak around 10 creeps lvl 3 with 520 value.

                              After this you decide to king 10, teal purple and you stay low level 7.
                              Team is 6/1 4/1 4/1 7/3 level 7 which is really bad.
                              You get a ygg 5 and another ygg 7, you don’t clear against a full send adn you have a lot of dead value for 10.
                              You push 7/5 for 10 which is good because your potential this level is really bad.
                              You stay on 2 tok level 15 with locks and copter, call is to skip 15, you have a pretty bad value but desperatly need to mid 15 to survive the send so 2 toks is the right play.
                              You lose level 15 but nothing your team could do, the game was over level 7 (3 players overbuild and nobody holds)

                              Bad game : unnecessary reroll level 1, void dragon level 3 not helping your lane, no push no hold level 7.
                              You could have yolo with turrets from level 3 (full clear level 3 or mid) helping team with better push with better damage potential level 10 (turret copter lock) and clear/mid level 15 (ygg copter locks)

                              Game 3 : roll : peewee ogre nightsaber
                              Your team : engi/corrupt ent botom feeder harlot dragon hawk/ ship crawler.

                              You place and reroll level 1, I have no problem with this decision, your reroll is below average and you can still have a decent yolo whatever you get on the next roll.
                              You reroll into LOD egg tribes void harlot, great roll.
                              You sell what you placed and go for LOD.
                              Your call is warriors, with 1/0 ?!
                              Warriors is a call with a pretty bad winrate overall. The all point of warriors send is to break your opponents level 1, the bow is considerably lowering your chance to break and gives the information that the 1/0 lane will most likely overbuild or at least will have a weak potential of resending level 2 or 3, giving better options of freepush. Therefor this I have never seen this call since I joined LIHL (slightly more than a year) but, again, fbg has a different meta, and your plan is warriors into overbuild with lod egg alpha, you stay 3/0 untill level 7 completly covering your team any level in early game.
                              West send 7, you are big mid with 3/0 and eat a lot. Good placement and good units decision each level.
                              You stay 7/3 level 10 which is good, west don’t send. Your team send 14 and win.

                              The chat in your team is a bit confusing, everybody call different and expect a different send level from west. At the end 14 was called and you built hydra (your 50 reroll is ea sea giant)
                              Since west didn’t send any level after 7, if your 14 send fails you die any level after it. It makes more sense to cver 14 then, which was a send option for them and a big danger for your team, I think EA or sea giant was better than hydra.

                              Good game, great unit choice and placement for early game

                              Game 4 : malf

                              your roll : malf panda grizz fireoverlord
                              your team : ea/lod with good adds/lod with bad adds
                              Your job this game is to push, you have 2 lod lanes which can carry the early game

                              Level 1 : 2 malf with frost wolf behind malf, I agree with the placement.
                              You upgrade into padaren level 2 and add another malf level 3 with 3/0 push and mid against a a send.
                              you keep pushing and add another malf level 5 (you didn’t upgrade a malf into abnormality which is good play, giving you 100 gold of extra push) you build a extra malf level 6 which is fine since you will need it for level 8 and you couldn’t push more than you did : 7/3 at the en of level 6, with 7/4 you owuld have leak 8.
                              you get an abnormality level 7 and another level 8, you push 7/5 for level 10 and get more abnormalities.
                              You kill 2 boss against a send and clear the dinos with 7/5 which is perfect, you stay 7/5 for midgame planning fireoverlord for level 15, you are really fat.
                              You goal level 10 and west fail send, the game is over at this point, someone in west team disconnect level 13 and they agree not to draw.
                              You placed 3 firelord fireoverlord and took your free reroll (bad units except ywd) and keep what you placed.
                              Not much to say about midgame you could do whatever you want the game was basically over level 10.

                              Great/perfect game : good yolo, good pandaren placement, good synergy with your team rolls.

                              To summarize what I saw :
                              (+) Solid builds, good placement
                              (+/-) questionnable calls and position of holder/yolo
                              A warrior call with 1/0 would neevr happen in LIHL and I saw some unecessary overbuild, I feel sometimes you don’t trust your allies and you decide to go holder whereas they have better holder potential than you, I can’t blame that since they indeed failed their job for some of them (pd ts violet or blaster holder not reaching 3 blasters) but keep in mind this will be different in LIHL
                              (-) some bad units/reroll decision : rerolling nightsaber with great adds, void dragon with saber, dragon aspect for level 10

                              You are already aware of it but I’ll repeat it, your attitude during your trial will be watch closely. I will PM you for more details.
                              Good luck for your trial !

                              in reply to: Vouch Request – Wackentrooper #7191
                              thegreatMOAMOA
                              Participant

                                LOD game :

                                orc warrior, wanderer, raider, tempest, harlot, lod
                                Team is ygg, grizz, HR
                                grizzly lane and ygg lane are planning to overbuild. HR lane will yolo, you have 2 options here, keeping this roll which has bad/no yolo option, and overbuild with hades lod 7, meaning that your team has 3 lanes OB, or place LOD level 1 and reroll into better yolo options.
                                You keep your roll, you are the only anti 10 lane of your team so this is good.
                                Level 2 you add a raider staying 1/0, your team is not weak lvl 2, this raider is a lot of dead value lvl 7 10 and 15, you could build wanderer level 2 and upgrade it level 3 (preventing dead value)
                                The ygg lane decides to push after level 5, grizzly is holder level 7 and you are semiholder, you send level 7, east sends also and has mola, they break you but it’s not your job this game to hold 7 so it’s ok.
                                You late push level 5, start to push from 7/2 to 7/3 level 8, then cancel it, then you take your free reroll level 8-9 not placing any unit from level 5 (why not taking free reroll level 5 ?) and build ywd and turret level 10 with 7/2
                                East skip 10 and send 14, you play toks and turret which is good, expecting a send pre 15, you are mid 14

                                Turret game :
                                orc warrior, polar, turret
                                Team is engi with good adds, canon with insane adds, and most likely and a suicide lane for the 3rd guy
                                You start 3/0 which is good, both teams send warrios, you don’t goal and scout 3x 2/0 lanes, west goal 20 units into your king.
                                You stay 2/0, you would hold with 2 turret 2x t1 and place 2 others turrets level 3.
                                So you are OB level 2 and 3, there’s almost no chance for west to send 3 since it wasn’t much time level 1 and you scouted 3x 2/0, also even if your team needs level 3 cover, it’s pink’s job to overbuild since he has the best roll of the team.
                                The call is clog, you overbuild 4 which is fine, however with this value you are mid 5, pink decides to go 2x canon + melial level 5 which is mid level 5 also, pretty bad communication. West send 5 and you leak 1/4 of the wave + sends.
                                Polar 7/2 which is weak 8 but allows you to be 7/2 and hold 6 which is fine.
                                You push into 7/3 and stays 7/3 level 10.
                                You are -4 level 7 so you need to damage 10, staying is good but again you build turrets for level 8 and take your reroll during level 8 instead of taking it before level 8 started.
                                You get a pretty bad reroll (ea gnoll void gdragon), you decide to build oblitaration dragon which is really bad. It’s terrible unit level 10, you needed to build void or archers + gnolls.
                                Tou don’t build full level 10 banking 90 gold (late farm)
                                Not much to say after this, you build the new dragon aspect which synergies good with your pierce setup for level 15-17, but you could also place 2nd spawn + archers and use your 50 reroll

                                Bad game, oblitarate dragon for 10 is huge mistake

                                EA game :
                                orc warrior ea sprite necro
                                Team is sabers, prisoners, and HR
                                good t1 placement, especially for level 1, 4 and 10 with your necros, you are mid against warriors and 4/0 level 3 with 2 ea + t1.
                                You slightly overbuild 5 with 2 ea 2 archer 1 t1 which is fine since east sent only warriors for now and since you have mola.
                                level 6 : you sell your t1 to build an extra archer (4) and your placement is optimized for ea necro holder 10, this is good, game ends level 7.

                                Quick game, not much to say, 0 mistake done.

                                Privatter game :
                                Priv/hr/ts
                                Your team is ea ; canon with ygg ; grizz para necro
                                You start 2/0 with 1 privateer, I disagree with this play, this is stronger level 2 only and you all clear level 2 against 4 furbs if you start 3/0 (4 small privateers) you send level 2 and goal, you decide to stay 2/0 with 3 privateer for level 3, they could send 4 bloodorc level 3 but again yellow would clear, canon would clear, pnik would most likely mid (2 grizzly + parasite + necro) and you could also mid with 3/0.
                                You hold 4 send and go for 6/2 building the rest and you clear good level 7 vs furbmitmit
                                Your set up is undead privateer and 5 privateer on 7, then you build TS for 10
                                I can’t judge the undead privateer to be honnest, I don’t know the potential of this unit since the latest change but you did good level 7 with it, however starting to mix with ts from level 5 was a better option, it synergies great with your privateers to hold 7 and it’s less dead value for midgame.
                                For midgame you plan to send 14 and you build the new dragon aspect and more ts.
                                You are still playing on your free reroll.
                                I am not sure which level you wanted to cover with this setup, because the dragon ability doesn’t affect level 14, which means your lane is weak 14 with ts, but it affects level 15, which means your TS will be less effective on 15.
                                Decent game still

                                Overall build skills are pretty good with some solid placement but some units decisions are not optimized (olbitarate dragon for 10, pure privateer for level 7 instead of ts)
                                I think the main thing you should work on is your reroll timing :
                                the lod game you could have reroll level 5 instead of level 8
                                The privateer game you never rerolled
                                the turret game you rerolled during level 8

                                Deny

                                in reply to: Solal Vouch Request #7152
                                thegreatMOAMOA
                                Participant

                                  Close decision for me, skillwise there is not much to say, decent KC and calls, great builder, especially nightmare sea giant yolo, overall he is better than most LIHL players.
                                  However, way too much toxic, huge flamer, can only talk about his pro income ingame and IRL and about Israel.
                                  In the memory of Jesus and since uncle supported that’s a big !nosupport for me

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