Elemental Tips & Tactics

Started by: SHAD0VV | Replies: 18 | Views: 3,761

spino

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Nov 4, 2015 1:36 AM #1413064
Quote from AsePlayer
The meteor will not let them out. The price is well worth it, as archidons and miners will not be able to exit + live.


The spino gg push
Make 4 infernos right after a tower spawn 2.
They don't mass garrison they lose all units, they do, they can't come out.
MasterKaito
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Nov 4, 2015 2:17 AM #1413069
https://www.youtube.com/watch?v=rJkl1IitnRA#t=2m44s

it is from my days as a DM noob lolz
AsePlayer
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Nov 4, 2015 2:29 AM #1413074
Quote from MasterKaito
https://www.youtube.com/watch?v=rJkl1IitnRA#t=2m44s

it is from my days as a DM noob lolz


So earlier today? ( ͡° ͜ʖ ͡°)
PUMU
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Nov 10, 2015 5:34 PM #1414557
Huehuehue. One moment as I grab my ancient post links regarding ele.
Take a look here:
http://forums.stickpage.com/showthread.php?91264-Ele-Gameplay

This encompasses the main compositions that one could possibly utilize in game, and I might as well give ya a brief rundown of the way I play ele in general.
As one of the few ele pro ele players, you seem to comprehend the general theme of elementals down to the basics. However, it seems that you may/may not know how the meta/macro changes as one would increase higher on the leaderboards.

So, whenever I begin a game with let's say... Order vs elementals. I start with my usual 3 earth que from the get go as my default for basically every map regardless of size. The reason for this is because nothing order can throw at you in the first 30 seconds of the game can be enough to overrun that army; it may pressure you away from tower with enough dps or range presence, but it cannot effectively rush down the base if your micro-ing your earth units as you should be. I que the first earth, rapidly tapping the 1 key a following two extra times for the others just because it's my only option at that point XD. The first earth remains as such and is commanded to run to the tower to scout/attempt to capture tower. Dependent on my opponents start at that point and map size I determine whether I stay and either:
Stall to keep the opponent from gaining tower (if no archer present ONLY)
Attempt to send following earths to fight for tower (unlikely as 75 for gold production as a certainty outweighs that of an uncertain outcome of the 20g passive from the tower)
Simply retreat that earth (usually if an archer is present)

For the first minute and 40~ seconds of the game I morph my earths to miners to increase the economy as per usual; always keeping in mind that the opponent could rush in at any point in time given my lesser dps. As I do so I respond accordingly to my opponent based on map size and army comp:
Castle-A/S start:
Flee tower but always keep at least 2 earths out to suppress incoming swords in case they run into base (hyper aggressive player) if they do the prior, I make it a goal to stall for as long as I can until I feel the need to purchase my castle air; all whilst maintaining a very precise micro.
Longer maps:
Less early game in base pressure so one can ease a bit into a comfortable economy rush.

Around 2 minutes I should have already had my first row full of miners and 2-3 on mana when my first tree is to be made. (Hustle is dependent upon the opponents current position and behavior; nonetheless try to get it as soon as possible if after first tree.) my second tree should follow as I send my scorpions to attack his archers if:
Currently tower camping- simply pressure the archers
Attacking at this point- (forgot to mention until now but you should always have your tree ahead of miners and a decent distance outward but within range so that your castle air can damage incoming melee units targeting your trees) using your scorps still, attack his archers with the scorpions (between the second tree and attacking you should begin to que your fires; scorch possibility as you continue to make more resources for your following tree(s). This making it possible to clap any mass groups of swords at the appropriate times or scare him into keeping his swords running around; if they are running they aren't attacking.) keep in mind: it takes two hits from a scorp to get an archer within instagib territory with deathblossom. This makes it easier to further suppress and nullify his army whilst still building yours.
You should now be working on clearing and overwhelming his comp with the following:
(Purchase upgrades as you should)
Cycloids- with the tornado upgrade, two of these units can clear a hefty chunk of his archers in an instant or severely cripple them into DB range again.
Inferno- (depends on preference and style as you can be targeted by ground units in any case with the only benefits being that you can drain more life from tankier units; i.e. Merics and magikills.) useful for defense if they push you to garrison or are ignoring units
V- (personal favorite end game unit) This unit in mass with clones can be a forced to be reckoned with. It's obvious perks are there but it requires very precise micro. If you've got a quick finger, don't hesitate to que these up. It's fun to steal medics and magikills hiding in the back, use their abilities, and/or use them as quick tanks for all those incoming projectiles. Stealing pesky shadowraths and walking them into enemy fire works as well for sniping the prior/tanking/ or simply walking the unit into a water.

Close game- work towards ts1-2 when able to top of your macro cake with a nice frosting.