Hey, just another point I want to say and elaborate on win conditions.
The WP Glaive pick imo was completely fine, I’d rather have a double jungle with 2 jungle mains than a capt + jungle with a captain who doesn’t know how to play captain. The impact on the game by the captain would be almost 0 if he can’t land any of his abilities properly or any activatibles. The only thing the captain would serve as then would be distraction/free bm/de stacks to enemies.
Also, if you are facing a lot of trolls/toxicity/etc.
Your teammates want to win as much as you do. At the start of the match, 90% are not salty/toxic/etc. Its only when they start losing or they get tilted that they start to be toxic/troll. So if you want to stop toxicity, make sure you don’t have a bad early game, or even better just pick an early game hero and try to snowball. I doubt that you will have a teammate toxically pinging you if you are a koshka who has invaded enemy jungle and taken all of their farm, gotten many kills and eliminated their crystal sentry. It’ll be the other way around, they will star face ping you for being awesome.
Win conditions are often the things that people lack in tiers 7-8. It is often why people complain that they lose cause of their teammates, and not themselves.
Win conditions are quite literal in meaning, but if often confuses people as to what it means in an actual game. The macro play in vainglory is a lot like guerrilla warfare. You try to push each and every little advantage you have as much as you can, but know what to retreat to minimise personal risk. Win conditions are part of this macro play, being able to understand what you; your hero and team composition need to do in order to beat the enemy. Early game heroes like Saw and Koshka need to snowball early game, or else they lose their advantage that they have, and the enemy can later use their own advantage. Late game heroes like Vox and Baron need to focus on not getting behind or snowballed, and hope to take the game into late game.
But it runs much deeper than that.
Each hero has their own win conditions. For example with krul, you need to be able to keep a fight drawn out and your enemies unable to kite you.
Your items also play an important part of your win conditions. Late game heroes need more items to become online, whereas early game heroes like koshka have base damage early on and can become very strong with one item like aftershock.
What can you do with this knowledge
Like guerrilla warfare, you need to push each advantage as much as you can. If you can get the healing treant and fronts, do so. If you see enemy jungler rotate into lane or recall before taking their back, steal it off of them. Each little thing counts. Every gold you get from the enemy is twice as good, you get extra gold and also prevent them from getting it.
Try to force engages with enemy jungler if you are ahead, with the kill you get much more ahead, the time + gold allows you to achieve a lot. You can also gank the enemy laner, putting pressure in their lane, or try to go for objectives. If you are ahead as a laner you can try to harrass enemy laner, invade the jungle, etc. At a certain point, you can also go for objectives.
The main point is to understand your and your enemies strengths and weaknesses, and then play with your strength and against your enemies weaknesses. Understand that jungle fortress is weak in early game so you can invade their jungle, or that saw is weak late game so you need to frequently gank the lane or sometimes stay in it to prevent the early snowball. If you can prevent the snowball you can win the late game very easily.