In the halcyon fold we had a few walls we could jump where we could avoid getting caught if we could outpace our enemy. In the sovereigns Rise we have many traversable walls. This thread is about exploiting that.
To do such a thing one requires 2 things, high movement speed and the ability to jump across walls.
Together I want to call this mobility. The higher your mobility the easier you have it to avoid getting caught.
There are several different movement speeds in the game and some heroes are noticably faster than others. Which makes them look mobile but is that true mobility or just speed.
When a hero has an unconditional walltraversing skill that hero has a good jumping mobility. When that hero has low base speed it takes away from their overall mobility.
Baron can jump over just about anything yet he is very immobile when moving. A fast moving enemy hero can catch up with him before he can jump again.
So Baron isn’t very mobile.
Glaive and Joule both have decent movement speed and can traverse walls quite frequently. When you throw in a pair or journey boots they can almost always disengage safely. The same applies to Rona and Vox who both have decent movement speed and a wall jump.
Here is a link where you can see where jump locations are but also who can jump to where and how.
The tactical advantage of Mobility is that you can overextend while remaining relatively safe.
This is what makes mobility very powerful.
For instance I just played 2 matches with both CP Joule high cd and Ssw Glaive. Both of these heroes could engage enemy turrets and jump over enemy walls when danger appeared. The enemy then has to choose wether to save the turret or chase you.
These wins were because I could outposition my enemies through my mobility and escape their engages when they were unfavorable to me.
Heroes with conditional wall jumps like Ardan Koshka and Alpha require a target to jump too. This can be done through vision so of you want to escape with a hero with conditional wall jumping keep a cam on you to throw over the wall and pray there is a monster there.
Vision allows you to make choices on where to engage and when to disengage. Super mobile heroes have a greater outplay potential than non mobile heroes because the map is made for mobility.
Blackfeather even has 2 wall traversing charges making him very elusive when played right.
Boots offer speed and speed contributes to mobility. Mobility is what wins games!
Wow what a great split push.
How did he effectively split push? By seemingly being at various locations at the same time.
My advise is to always check the mobility score of your team when building a team. Don’t just look at range and melee WP or CP. But look at the outplay potential and your potential to gank and return to your own spot in time.
And Remember vision wins games: Wision
Wision+Mobility gives a team a very very strategic lead that can and will cause snowballing.
Thanks for reading.
Let me know who your favourite mobile heroes are and why.