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Post time 2020-8-15 11:45 AM | Show all posts |Read mode

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It is something that most players are beginning to understand now, most players would even decide whether they'd win or lose the game only by seeing the line up, but then again most of them don't really completely understand that even though you have your regular 1 in each position. That truly matters is how the team should be able to synchronize with each other, so let's take a closer look at what the actual line up would be like, and why the uncommon line up often performs better than the regular line up.


And as far as everybody knows, the normal and perfect line up will probably be 1 tank, 1 warrior, 1 assassin, 1 mage and 1 marker, and even from this regular line up we will have variants of it as long as the heart of the line up includes 1-2 front liner and the rest is damage dealer. This is essentially the norm of what we would find a of line up that typically fits for anyone or someone who has reached a higher level (namely around graded games) of playing in Mobile Legends. But what people don't talk about is that even though you've got all these expectations going on, squad chemistry is what matters most because the line up will really support each other at the same time and be able to stand on their own. Meaning to conclude that as long as the team's unity is present, in which one hero who can stand on his own continues to pull off even else if he is complimented by another hero who can conveniently set up with that character?


The trick to an perfect line-up is basically a team unity in which each hero supports each other at the same time because they are able to overcome odds against their opponents, of course it will be a given that the norm is still a team with a frontline and damage dealer so without a frontrunner, the damage dealers will be put in a very difficult
situation, causing them to kite it out. That's why sometimes the odd line-ups perform better than the normal, such as double fighter double playmaker / mage followed by another hurt, or other wild line-ups you may think of, is because sometimes their team chemistry is better than the actual team formation.


In general, team synergy usually consists of heroes who have the ability to crowd control enemies for easy setup at the same time burst / damage to follow up with heroes who set up for the team otherwise those heroes who try so hard to set up would all be for nothing. Another is that the team must be objectively driven, whether it kills or towers or high-risk objectives, such as the lord. Overall players should not just consider the line up of oh, we just need the standard 1 of each class line up (tank, assassin, fighter, marker, mage) but rather what kind of team synergy would your line up build up? Was it anything for a split push? For a squad fight? To the objectives? So essentially these are some ideas that players should think about getting ahead of their enemies and that their chances of winning games, particularly if you're playing with a friend or a party.




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