Pushing Far
Pushing far is a strategy that does come with a lot of caveats. It can be enormously detrimental to your team if done wrong, but it is a powerful tool. If your team controls 2 points, never push far (with the exception of absolutely needing to push far in order to win, but that’s sorta a fringe case). Controlling 2 points is a dominant lead, and pushing far only spreads your team’s strength thinner than necessary. Always keep in mind what you’re trying to accomplish with pushing far.
Pushing far is a strategy designed to cause an unbalanced fight at mid, or unbalanced point distribution in the match. If far is undefended, then you can simply capture it rapidly to immediately give your team a point lead, whether or not they lose the fight at mid, and then you can rapidly rotate mid to provide additional support. However, if they have a player on far, you need to make a judgment call of whether pushing is a wise thing to do.
If you can rapidly kill the player (most builds except very tanky guards/warriors and minionmancer necros), do so, then decap the point. This generally creates the response of sending multiple people to that point in order to drive you off, and this is precisely the response you want. Once you are fighting a 2v1, control of the point becomes irrelevant. You aren’t trying to hold the point, you’re simply trying to waste 2 people’s time, and this allows you to use any and all defensive/evasive tricks that you have up your sleeve in order to survive. When you are able to control a 2v1 fight, that means your team is fighting a 4v3 on the other 2 points, and they will win. Sometimes with bad players you’ll even get a 3v1, which can be fun.
Overall, just remember that pushing far is a strategy with the goal of creating an imbalance. If they push a tank to the point that you can’t kill or force off the point, you need to change your strategy, because you’re no longer effectively creating an imbalance.
Rapid Rotation
The idea here is to always appear at a fight where you can be the deciding factor in whether it succeeds or fails, and this often requires a lot of mobility, and always requires a lot of map awareness. Keep an eye on your teammate’s health bars, and keep an eye on the minimap to determine where high concentrations of enemies are.
Showing up fashionably late to a fight allows you to pick and choose your targets to an extent. If there’s some engineer raining grenades on the fight, you can disrupt that. If there are a couple of boon spamming classes, a disenchanter can fix that, and thereby swing the fight to your advantage.
However, never forget that the dynamic of the game is constantly changing. While you’re winning the fight at mid, they might be pushing home, or they might have left their far point unguarded. Always know the status of all the points and players on your team, and once your presence isn’t strictly required to win a team fight, move rapidly to the next objective.
Communication
This isn’t a strategy so much as an overall guideline. I mentioned earlier that you need to be keeping an eye on all of your team’s health bars, their locations, and available enemy locations. Additionally, you often take charge of large objectives such as the hammer and treb. All of these combine to give you the best idea of what’s happening in the fight. You use this to your personal advantage, but always notify your teammates of what’s happening. Tell them when you see the enemy rotating, when you see them approaching points or leaving points unguarded. Keeping a constant stream of information to your team allows them to make the best and most informed decisions for their own personal playing, and that wins fights.
Be Flexible
While I had this at the beginning, it’s important enough to state again here. Flexibility is the key to victory. In order to effectively win all matches, you need to be able to mix and match strategies that fit the encounter. If your home point is getting pushed relentlessly, maybe it’s your job to stop that. If they’re leaving far unguarded, maybe you can take the time to decap, then rapidly go back and support a fight without full capping it. If they’ve stuck a minionmancer on far, and they haven’t left the circle the entire game, perhaps it’s wiser to just ignore that point exists and focus on your side and mid. Rapid adaptation is the key to success.