
High Ground
Towers, glyph, and the wipe that throws a won game.
High ground is the enemy base: T3 towers, barracks, and the paths between them. Diving it without a creep wave, without detection, and without buybacks is how 20k leads disappear. Glyph exists to waste your smash. You siege with a wave, you chip a melee rax, you leave if the fight is bad. Call which rax, whether glyph is down, and who has buyback.
- Need
- Wave + vision + Aegis or a won fight
- Leave condition
- Glyph used, two cores down, or no detection vs invis
- Win
- One rax, then reset — not five cores dead on the ramp
Key spots
T3 tower
Takes a wave. Do not tank it as a support with no items.
Melee barracks
The one that actually changes the game. Range rax is extra.
Ramps
Where you get picked. Smoke and sentries before you walk up.
Fountain line
The heal is real. Chasing into fountain is a highlight for them.
Shrines / base statues
Heal and fight tools. Do not ignore them if the patch still has a base heal.
Play notes
- One rax and a reset beats a greedy throne dive. Ancient last.
- If their cores have buyback and you do not, you are the ones high-grounding on a timer.
- Invis heroes on high ground need dust or sentries. Guessing is how the game extends 20 minutes.