Introduction
This guide is aimed at spvp veterans and a little more advanced players to learn about and discuss teamcompilations. I will explain the roles in spvp and how a good teamcomp looks. I would like to see a discussion about the “best” teamcompilations below
(I will write another absolutely basic/beginner guide, where I explain the map layouts and the terms like “bunker” etc. and another guide regarding tactics for each map. This thread is only aimed at teamcompilations).
Chapters
- 1. General Strategies regarding capturepoints
- 2. General Strategies regarding fights/damage
- 3. Roles in a team
1. GENERAL STRATEGIES REGARDING CAPTUREPOINTS
All the strategies for teamcompilations are based to effectively play on the 3-point-capture-system-maps (thanks captain obvious).
But actually think of it: You have 3 points (+ secondary objectives..) which give you points per second. So the team who has more points (nodes) over time wins the game. Simple as that.
All the teamcompilations come from different mindsets regarding the 3 point principle.
1.1 Play safe on 2 points
“we just win the fights on 2 points”
This strategy usually involves 2 Bunkers. One on closepoint and one on the midpoint (usually). The last 3 players are Roamers. The idea behind this strategy is, that you have 2 ppl for each node, who defend it, while your damage dealers roam and you just win every fight.
If you manage to win teamfights well, this strategy proves very successful and is the most used strategy by teams in my opinion.
The whole teambuild should be based on teamfights. And you will only push far, after you won the fight for decapping it quickly and play safe on 2 points again.
1.2 Play safe on 2 while annoying them on far
“We outnumber the enemy and win the fight due to our decapper”
You also play 2 bunkers (one watches mid, one close) but only 2 roamers for the teamfight. You have 1 class who is dedicated to decapping the opponents point
(NOT a thief who just leaves midfight to decap quickly).
This class is ususally a hardcore bunker and the opponent team has to send at least 2 people to their node (2v1) to get it capped. While you have a 1v2 on farpoint your team should win the midfight because you outnumber the enemy.
1.3 Annoy them on far while winning fast
“We outnumber the enemy and win the fight due to our decapper”
Basically the same tactics as above. You just play without a dedicated closepoint defender. The idea is to play on 2 points, while the 3rd points ticks for your team. Meaning: Someone takes closepoint, you inc the midfight while your decapper holds them on far. If everything works out well, the enemy can’t really push your close (because they have to send 2 ppl to kill your decapper and then have problems in the midfight).
1.4 Just win fast
“We just win the fights on 2 points”
You play only one midbunker, no dedicated closepoint defender and no dedicated decapper. You decap after you won the fights (or after somebody died, or your thief is low). You have 4 dmg roamers, move fast and win fights fast.
1.5 Bunker them
“We just bunker everything”
There are teams out there who play with 4 or more bunkers (usually the 5th is a decapper which is also a bunkerish class.) The idea behind this is, that you inc every point. Keep them decapped and cap over time using knockbacks.