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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

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    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for General

    Know your role on Gotham Divided :)

    A General guide by MonkeyLord83
    Last updated: Mar 9th, 2014
    Link to guide: www.dawnbase.com/guides/know-your-role-on-gotham-divided-
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    Hey guys, and gals, it's MonkeyLord83 coming at you with another guide. Now in this guide I'm not gonna talk about BatPrime's or GasBat's awesomeness, but I'm gonna go over general roles in a typical 5v5 match on Gotham Divided.
    This guide is mainly for newbies and people who doesn't know a lot about Mobas so if you have known everything already, don't rage and call it stupid, any knowlegde is valuable, if not to you, then to someone else. Now, before we start, I want you to scroll down and look for this table at the bottom right corner: 

    Right above the champions, there's classes of champions, you can click on each class to see which champion is in which classes/roles so it'd be easier to follow my guide.

    Now IC devs divided all champions into 6 classes: Assassins, Blasters, Bruisers, Enforcers, Marksmen, and Supports and gives a quick summary of what they generally do. In this guide, I'll go more in-depth.

    Enforcers are what Moba gamers call TANK. Basically, they're the people who are always in the frontline, always jumps into battle first or second, they take most of the dmg and deal little or no dmg to the enemies team. So depending on level or specific champion, these people either dies a lot, or almost never, but their kills compare to allies should be relatively low. You may think it's no fun playing this role since you can't kill people and can't chase most of them, but a team without a tank almost never win...

    Bruisers are often called Off-tank (Offensive tank) or sometime tank. They have the capability of building tanky, sacrificing dmg ot building dmg, sacrificing some tankiness. They can actually deal good burst dmg, stable auto atk dmg, and stays in the middle of a fight for a while. They are not as tanky as enforcers, and have lower dmg than Blaster, Assassins and Marksmen, but they are quite balance all in all and can be build effectively in various ways. A Bruiser should be first or second to get into a team fight, and should be focusing on squishies like Blasters, Assassins or Marksmen.

    Blasters and Assassins are Burst dmg champions, relying on unleasing devastating dmg in a very short period of time, finishing of low health targets or taking out squishies... but with these advantages, there are certain disadvantages, Blasters and Assassins have low health, and they can't do a lot after they've used all of their skills. They are most vulnerable to anyone who can soak all of their dmg and still staying alive and well, or dodge all of it, and then launch a counter atk. Most Blasters (with the exception of Catwoman) are often called APC (Ability Power Carries) since most of their dmg come from improving one's Ability Power. Blasters and Assassins should be 2-3 to join a team fight as their powerful burst dmg should help takes down 1-2 enemies who get caught.

    Marksmen are much similar to Blasters and Assassins in the low health department. But they make up for that by having constant high auto atk output. They are often called ADC (Atk Dmg Carries). Marksmen should always be the last to join battle, after the enemies team has been peel a bit, since they can easily be killed if focus, and in most case, they will be, since they can get a triple, quadra or even penta kill if they can stay alove long enough to shoot you from the back of their team.

    Last, but not least, Supports. Supports are champions who either have amazing harass or have somekind of healing ability, keeping their teammates alive longer in battle. The cool thing about IC, is that any supports can go other lanes and builds how they want instead of having to follow the rules of being a lame support who can't kill or dmg anyone.

    Although I said first to last, in joining combat, I mean line-up, not that you should run in and atk b4 your teammates are even around or run in after your team has already lost and get killed as well. A typical teamfight last for 3-7 seconds, one team is obviously winning, the other losing, the losing team usually have to retreat, and the winning team chasing to try to kill all remaining enemies. So if you're a dmg dealer and you don't get in quick enough, your team lost will be on you, and if you're a tank or off-tank but get caught and killed b4 a fights, your team lost will be on you IF the enemies is able to force a team fight, if not, but your teammate atks anyway and get killed, the whole team is to blame.



    Now that you've understand some basics of the roles, let's move on to how roles interact with one another:

    In a real match, there's a lot of things to take into account, how fed your team or your enemies are, how far ahead or behind someone is in money and gears, how much dmg they can actually do, will a gank work or will the person getting ganked actually be fed. But for the sake of the guide, let's just assume everyone is noob and everyone has the same amount of money, haven't buy anything yet, and let assume everyone stays after using all of their skills and keep auto atking. In this case, this is how the classes suppose to be:

    Enforcers ~ Bruisers > Blasters = Assassins > Marksmen > Enforcers
    Supports varies in this game so I'm not gonna include them in here, but some of them can beat Blasters, some can beat Marksmen, some can beat Bruisers or Enforcers.

    From this, you can figure out the reason why Bruisers and Enforcers should get in the fight first and zone out the carries, taking them down or peeling them for their allies. This is also the reason why Bruisers building tank and Enforcers should get gears, mods and augment that gives them health, health regen, armors and/or lifesteal. So they can stay alive longer and actually tank for the team.

    It also explains why Blasters and Assassins should stay in the middle, because if they get zoned out and killed b4 team fight, their team will lose a great source of burst dmg. Also why Blasters and Assassins usually have a get-out-of-jail-card built ino somewhere, so they can get out of combat and repositioning to do dmg. I'd advise on going with Ability power or Atk dmg depending on which is your champion's source of dmg, going full on is better, forget about defend and just commit to it, but stay in the back if you don't want to be a feeder.

    Marksmen should focus on Atk Dmg, building FULL ATK DMG is the way to go, it's also advised to have your Marksmen equipped with Augments and gears that gives: atk speed, lifesteal, atk dmg since at full or nearly full build, a typical Marksmen can deal so much dmg that s/he can drain back their health faster than 2 enemies focusing fire on him/her. If a Marksmen is super fed, s/he can 1v3 or 2v5 the enemies team, getting Triple, Quadra or Penta Kill and walking away with moderate health.

    Supports should focus on Health and/or Ability Power.  they can be built in various way depending on the champion, and if a player is good, s/he can even take a Support top, mid or jungle. I can't really help a lot since this is only a general guide.

    Now, about Role Call and Laning:
    At of this point:
    [list]
  • A Marksman can either solo mid, or duo bot with a support.
  • An Enforcer is often seen soloing top or sometime, supporting bot. Some of them even go jungle, but since they don't deal a lot of dmg, their clear time may suck.
  • A Bruiser can solo top, jungle or support bot, since they're almost as tanky as an Enforcer and they deal better dmg.
  • A Blaster is often see soloing mid, or duo bot with a support if a Marksmen is at mid. Though some people take Blasters top duo, or solo. As long as they don't feed, leave them be, we all need to have fun sometime.
  • An Assassin is often seen jungling, or solo top, although some of them can solo mid, and some do go bot in place of the Marksman or Blaster.
  • A Support is often bot lane, helping the Marksman, or Blaster, or Assassin. But Supports in this game are all freaks of nature, they are not bound by supporting rules, they can go solo mid, jungle, and even solo/duo top.
    [/list]
    Understand that the above is just a norm/a strategy that usually works. You DON'T have to follow it. Be creative, surprise your enemies! But if you're new, like new new, better stick to it until you know what you're doing.

    Good luck newbies, and HAVE FUN!!!
    I'mma go back to study for Finals... >.<

     
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