Similarities Between Solo Lane in Conquest and Duel
Mon 9th Jan 2017 - 10:53am
There are many ways to better your performance in certain roles. The easiest and best way to do this is by practicing your role in Conquest, however you cannot always get the role or God you would like. Therefore, other methods of practicing can be used, such as using similar modes to Conquest involving lane management. Can Duel be an effective way to better your Solo lane play? Let's look at how they are similar and different.
In Duel, there are two Mana camps and a Damage camp. You must be aware if he enemy has taken the Damage camp, as by obtaining his buff the enemy doesn't only gain the Damage bonus associated, but they are also put further ahead in experience. Similarly, you must also be aware of the Mana buffs, as if you are busy defending your lane, the enemy could be taking their or your Mana buff, giving them another boost and putting them further ahead again in terms of experience. This will also put you slightly behind, as you will not have a boost to your MP5, meaning you have to return to base more often than your enemy.
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When we look at Solo lane, Mana buff is very important as it helps keep you in lane, due to the additional MP5 the buff gives. If the enemy manages to steal your Mana buff, this will put them slightly further ahead of you in experience, and will also mean that you are more likely to run out of Mana for wave clearing and poking or damaging abilities than your opponent. You can also help out your Jungler by protecting their Speed buff if enemies try to take it. In addition, Fire Elementals at the Fire Giant also provide an experience boost. Although this is a small amount of experience, it can add up if your opponent is able to take these continuously. Therefore, it is important to keep an eye on your and the enemy's buff camps.
Leading on from awareness of Buff Camps, you must be aware of where your opponent is as much as possible. In Duel, there are no other lanes to gank, so if you cannot see the enemy in lane they will be doing something else; be it taking their Mana buff, your Mana buff, Damage buff or even the Bull Demon King. It is worth checking these if you cannot see your opponent, rather than simply assuming that your opponent returned to base. If you spot your opponent at one of these locations, you can attempt to steal the buff or objective and might be able to get a kill too, as you are likely to have taken less damage than the enemy (who has already been fighting the buff camp or Bull Demon King).
In Conquest, if your opponent in Solo lane leaves lane, they can potentially be anywhere. The best way to deal with a missing enemy is to call 'VFF - Enemy Missing!' and check your Jungle, or gank another lane while you don't have to fight your opponent in Solo lane. Naturally, this is not a necessity; you could call VFF and take the opportunity to push your lane, but you must be aware that the enemy could be taking one of your team's buffs or ganking one of your team's lanes.
A great way to keep an eye on your opponent, even when they are not in lane is to ward. By warding near your Mana buff and the enemy's Mana buff, you can keep an eye on both of these and be aware of incoming enemies for ganks.
In both solo lane in Conquest and Duel, you are left to manage waves of minions alone. You must push your lane, and ensure that minions don't push and damage your structures. You need to be aware of where your minions and enemy minions are at all points of the game. If enemy minions are pushing your tower, your enemy is more likely to be more aggressive towards you, as you will already be pressured by the wave of minions. The enemy could also be in the Jungle getting buffs or (in Conquest) ganking other lanes.
Knowing your opponent's abilities and keeping an eye on their build in Duel and Solo lane in Conquest is a key factor to success. First comes their type of damage: magical or physical. This will tell you what type of defense you need (there is no point getting physical defense if your enemy deals magical damage!) Then come finer details of their kits; such as slows and healing. By observing your enemy's build. you will know what to expect. For example, if they have no defense then you will not need to build much penetration. However, counter-building is more important in Duel as you will be facing one single opponent throughout the game, whereas in Conquest you will be primarily facing the enemy Solo laner, but later in the game you will be fighting their entire team.
As Duel is a 1v1 mode, you do not run the risk of being ganked. In contrast, Solo lane often sees a lot of ganks from Junglers, Mid lane and sometimes even Duo lane Gods! You must always be aware if enemies are missing from any lane, and it is advised to keep the jungle well-warded at all times to see if anyone is approaching for a gank. Similarly, do not be afraid to ask your team for a gank if you are falling far behind, as a successful gank will put you ahead of the enemy!
Gods in the Solo lane are expected to rotate when possible. Due to the high experience gain in Solo lane, Gods are likely to be of a high level. This means that ganks on Gods in any other lane are likely to be successful, as you are going to be a few levels above them and therefore stronger! Yet, a rotation means you must leave your lane undefended; giving the enemy an opportunity to push and possibly even take your tower.
Overall, there are many similarities between Solo lane and Duel; and your Solo lane play could benefit from some practice in Duel. However, you must be aware that the best way to practice for Solo lane is by playing more games as a Solo!
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