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    Infinite Crisis builds for General

    Gotham Heights Guide

    A General guide by david12596
    Last updated: Oct 20th, 2014
    Link to guide: www.dawnbase.com/guides/gotham-heights-guide
    5,448 1
    Score:

    1

    Hello protectors. My name is KoH_David and I am a avid GH player. I suppose I should tell you a little bit about my background. I started playing MOBAs in 09-10 and since then have pretty much fallen in love with them. My first moba was League of Legends and that is the one I played for the longest time, but I just about tried all the mobas on the market: League, Dota 2, Hon, IC, Smite, Smashmuck, Realm of the Titans, Awesomenauts, Rise of immortals, Bloodline Champions, etc. I'm sure there are a few more, but you can tell I enjoy them. GH is my personal favorite map because I mostly played Dominion in LOL and my elo using quickfind.kassad was like anywhere from 1800-2k (i say it's 1800), but I have switched from Dom to IC's GH because Riot does not support the mode and IC is giving GH rank soon. Anyway enough about my the background, lets get straight into it. This is my first guide I ever did, so go easy on me. lol

    What is GH?
    For new players that might be asking themselves "what is Gotham Heights?", Ill explain it to the best of my ability. Gotham Heights (GH for short) is a take and hold map. The objective of the game is to bring down the enemy points (each team start with 500) and you do this by taking and holding more points than the enemy. You capture points by standing on them. The more people that stand on a point the faster it gets capped. Though if an enemy is on the point you can not cap it. If the enemy has the point and is standing on it, the turret will shoot you. You need to get the enemies off the point before you can take it. When you hold more points than the enemy, the enemy points begin to go down. The team that first hit 0 point loses. That is basically it. It's very different from the other maps in IC, in that for the most part it's teamfights 24/7, you get gold passively much faster in GH, it has no jungler role, and very little laning (unless you’re bot).

    First and foremost, you are going to want to know what to do once you get into a game. The most common setup that seems is the best in my opinion is sending all 4 mid and going to top after you cap mid. When going to top lane at any stage of the game, don’t walk through the lane. It make you visible to everyone in the game. It much better that you walk into the FoW (Fog of War) area with the speed shrines. After whoever takes middle get the point, it usually best for them to rush top and assist their team. Again take the speed shrines and walk through the FoW. Then you just battle it out on top and try to win the first teamfight.

    A common thing I see in GH is once people win or lose the first top fight, they kinda don’t know what to do. Here is my advice:

    Team Comps:

    A general standard team comp is having 2-3 range champion and 3-2 melee champions. There is a lot of flexibility with this set up. The team should have a decent mix of power damage and Attack damage. One of your melees should be a frontline enforcer or something close to an enforcer like Arcane Green Lantern. The rest can be assassins or more tank/bruisers for melee picks. For range picks I recommend that you have at least one mage and one range attack damage champion or a catwoman who is semi range.

    I am not a fan of a 4-5 melee comp though. Comps like those excel early game, but once you reach end game you will fail off hard because of it. Plus in addition a lot of champions excel against heavy melee comps because they either have strong disengage and/or strong poke, which melees tend to suffer from.


    If you win the first fight and claim top

    1. Recall and heal if you have to, but don’t leave the point completely undefended unless you’re sure you or someone else will make it back in time. Look at the enemy respawn time to determine if it is safe to recall. Everyone's death timers are shown at the upper portion of the screen.

    2. If you have top or any point for that matter, don’t camp it. The problem is if you camp a point any good team will simply apply pressure on another point. Tower diving is not a cakewalk early game. What you want to do is stay in the jungle area (the middle area covered in FoW) and try to maintain control of the “jungle”. That means you should place wards and roam around in the FoW trying to find the enemy team and try to catch someone out of position.

    3. Even if you win top, it never hurt for one of your teammates to gank bot lane. Ganking bot lane is really good because it forces the enemy team to respond if you pull the gank off or even show your presences. Just when you or someone else ganks, make sure the teammates at top don’t do anything reckless like a 3v4 unless they know they can win it.

    If you lose the first fight

    It not that much different from what you would do if you were to win top. 

    1. Stay in the FoW on your side and if you are there before your team, it best for you to wait and regroup. It never hurt to wait a few seconds for your team. The enemy team can invade your side of the jungle and get you out of position otherwise. Only move up if you know it's safe.

    2. Pay attention to what the enemy team did when they capped top and what their health was. If they were all low health, it can basically be a free top if your team can tower dive them. Sometimes people recall where you can see them, use that to your advantage and try to estimate when they will arrive back. If you or your team feel that they won’t be able to take top, then group up and try to apply pressure in the enemies jungle. It always easier to fight in the jungle area then on a point.

    3. Just like if you win top, you can always gank bot if top is giving you a hard time or you want to apply pressure somewhere else on the map. Ganking bot is usually never a wrong answer.

    One thing to remember when defending is if you know you can’t hold it and your team is no where near you, it's not worth it to die then. It only worth it to delay the enemy team when you know your team can make it or the game is almost over and you need to hold it for a few seconds. It much better to recall most of the time and regroup with the team because you will get more done in the long run together. This also applies for attacking a point. If you have no one tanky that can tank a few hits from the turret, it's not worth diving it generally cause it might backfire and you might all get killed Remember turrets do hurt and some champion are great at holding a point for a long period of time.

    Ganking bot

    Now let me explain how to gank bot. All you have to do is walk out from the bottom exit from your base, walk into the jungle area, take the speed shrine by the bot points, and then gank the enemy bot laner.

    Make sure you or your bot laner has some form of CC (better yet both!). Also it usually best that the person ganking is the opposite damage type of your bot laner. Those two things helps a lot when ganking. Though once you gank bot, don’t stay and push the lane. Either go directly to the point and begin to cap it or go back top. It does your bot laner no good when you are both sharing gold. Bot laners need that advantage, because having a gold lead on your enemy is a big advantage. 

    Early to mid game kills/assist vs points

    Despite popular belief by most GH players; it’s actually better to focus on getting kills/assist as much as possible for your team instead of making sure you always have three points in the early to mid stages of a GH game. The reason is because if you focus on kills more than points, you can be put into a situation where you might be down 100-200 points but you will have a 8k-20k gold lead on the enemy team. With that gold gain you can easily win fights end game, even if some of them might have not been in your favor to begin with. Once you get a decent lead and your points get low, you then need to focus more on the point instead of kills. But until then, try to get as much gold as possible to pull ahead for when the really important fights happen.

    Lets talk the Orbital Cannon

    The Orbital Cannon (OC) is a objective that you can capture when 6 minutes in the game has passed. You can also keep track on when it is going to be open by looking at the upper portion of your screen. There should be a red line there that is slowly heading towards another line. Once they both meet, the OC unlocks for any team to take it. Much like points you need people to stand on it to cap it and if a enemy stands on it no one can cap it.

    What does the OC do though? First, when capped it sends “super drones” to all points that either the enemy controls and all neutralize points (meaning no team is currently controlling them). These drones will walk from the OC to a point through the jungle and begin to cap them. If the enemy team does not deal with a super drone capping a point it will eventually neutralize the point and then cap it if it left alone long enough. Not only does it do that; but if you let the super drone walk on a point you want to tower dive with enemies on it first, you are free to attack the enemy and the turret won’t redirect it fire on you. It will target and try to destroy the super drone first.

    The second thing the OC does is it function has a 6th point on the map for a short time (1 minute) after you cap it. If you have 2 point and the enemy team has 3, it should in theory count as 3/3. No one lost points then. Though if you have 3 points and the enemy team as 2, then it counts as a 4/2. That means the enemy team will lose points faster. 

    I generally highly recommend that everyone just about stops what they are doing when the OC comes up. Better yet get their 20-10 seconds in advance. It just that strong. Just don't jump into a 1v4 or something, wait for your team unless you 100% have to do it. Again, it spawns at 6 minutes in and after you cap it you spawns again every 3 minutes. One thing to keep in mind though is the OC only can be used 4 times. Once you fire it 4 times, a giant meteor crashes down on it and removes it from the map and make the whole middle area impassable. 

    Let talk about bot lane and why one bot is the best

    Picking the right bot laner is important. Generally for bot lane you want to take a few thing into consideration….

    1. How is your wave clear?

    2. Do you have build in sustain?

    3. Are you durable and able to survive getting tower dive by 2 or even more enemies?

    4. Is your champion a good duelist or do you need to sit back a farm for a bit?

    5. How easy is it to gank your champion?

    Taking all those into consideration is important for a bot laner because most of the time you are either going be 1v1 someone else or getting ganked or your team ganking for you.

    Now let me explain why one bot is generally always better than two. First there are a lot of champion can handle a 1v2 very well. First one that comes to mind for me is Ivy. she has a shield, a knock up, a heal, a blind, and decent wave clear. She can 1v2 very well. She is not the only one though. Also in a 1v2 situation, provided that you are not completely zoned out, you can generally out farm your two enemies. This is because of how gold work in IC. It not like other games where you last hit a creep you get the gold only. In IC all gold you get is shared with nearby allies. Also sending 2 bot and not getting the point really hurts your team because not only will you most likely lose top, you also got a good chance of losing your mid point. Don’t do this.

    Some advice for bot lane. Try to control the health relic by positioning yourself near it. the Health relic spawns 30 seconds after you take it. Try to remember when it is going to respawn or look at that green lights near the health relic. They start to fill up and when it's full all the way, the health relic respawns. Don't always push the lane. Sometimes it better to let the wave build up, so it applies more pressure to the enemy point when the minions get there. Also don't forget to last hit creeps. The bonus gold from last hits add up over time.

    CDR and you!
    In my personal opinion, it could be because I played a lot of Dominion so I might be bias, but one of the most important stats in GH is cooldown reduction (CDR). Why you might ask? For the very simple reason that some fights happen very often in Gotham Heights and having 30-40 seconds off an ulti can win you a lot more fights then if you had to wait.

    Amplifies
    Just like I mention before most of my amp pages either includes flat CDR amps and/or per level CDR amps. Really just need CDR for the amount you are missing in your build to get 40%. Though it's impossible atm to get 20% CDR from amps.Though if you can all of your CDR from items, movement speed and pen are also really good amps.

    Bleed portal
    Bleed portal is very powerful in GH. Bleed portal allows you to select one intractable object and create a entrance. Then you can select another intractable object and it makes it the exit. If you have the mod for BP that make this vice versa. Here are some tips on using it to the best of your ability.


    1. Take meteor when using Bleed Portal. It's a thousand times better to have the entrance point in your base then outside of your base. Plus it allows you to recall top and teleport back where you just were. Though drop the meteor when you get Bleed portal not before and only use it for bleed portal.

    2. Don't buy bleed portal at the start of the game unless your bot laner is planning to teleport from base to top and make it a 5v4 in your favor. Otherwise i suggest to get BP on the first recall after the first top fight.

    3. If you use BP only once without creating the second exit/access point it can last forever on that object you cast it on. Though if you put it on a meteor in base then that BP will only last 120 seconds before the meteor expires.

    4. You can because of meteors cooldown drop a meteor in base, bleed portal it, and then wait for the meteor to get off cooldown and bleed portal that too. But i find it to be a waste, and I would much rather just use it sooner.

    5. If the enemy team has counters for Bleed Portal you got to be careful where you use it. If you place it and the enemy team just destroys it within 2 seconds, you now have a long wait until it's back up. Try to be aware of where the enemies that can counter it are.


    Stolen Powers:

    Invulnerability: It's a pretty good pick up if you want toe extra shield when diving or being dived or just to prevent yourself from dying in combat or delaying your death.

    Meteor Drop: I use Meteor drop mostly to set up Bleed Portals, but it's not half bad at stopping enemies from getting a point or even getting a kill with it.

    Healing Wave: I generally recommend taking one per team. If used correctly it can turn a bad team fight into a good one.

    Psychic Assault: I love running this stolen power on assassins when I play them. It's really good to have if you want a extra slow.

    Super Speed: I'm not really sure if I am a fan of Super Speed. I usually take Invulnerability over Super Speed.

    Teleport: If you ask me, I am not a fan of it most of the time. I mean don't get me wrong it has it's uses, but why take teleport when you can buy BP and have your whole team teleport which has a much smaller cooldown?

    Surveillance Camera: They are a lot stronger then some people give tham credit for. Like I said vision is really important on this map. With one and even two on a team, you can cover a lot of key points in the jungle. Can even use them to ward your Bleed portal location or enemies Bleed Portal. Volandum wrote a guide on cameras here.

    X-Ray Vision: I am mostly a fan of using this when I want to sweep enemies wards from our side of the jungle and the stealth reveal against stealth champions is really nice.

    Consume, Detonate, and Super Strength. Consume or Detonation are good counters to Bleed portal, but generally you want to take Super Strength. Even if no one is using Bleed Portal, the extra poke/stun it provides is really nice. I'm sure Consume has it's uses though.

    Trap: I have been seeing this stolen power a little more recently. Mostly it's being used to zone enemies away from you and making it harder for them to dive you on a point.
    Latest comments
    I am one of those people that don't know exactly what to do after they capture top. Ganking bottom seems so obvious now. Thanks!
    12:04 pm, Jul 18th, 2014
    Np. Always glad to help. :P
    10:22 pm, Aug 4th, 2014