Run Speed Arms Race

In Pantheon, I see a lot of people stacking Run speed buffing and/or debuffing items and skill.

Knowing the right counter can be difficult because it can be highly situational.

The first thing to realize is that if they have the run speed advantage you will never be able to run away after starting an engagement. So before engaging you have to decide whether to avoid the confrontation entierly or stand you ground.

The second thing to realize is that by stacking run speed buffs and debuffs, they sacrifice offensive and/or defensive capabilities. So it isn't necessarily worth it to play the run speed arms race yourself to gain the run speed advantage. If you know you can't win run speed arms race, stacking offensive or defensive capabilities can be an effective counter.

The third thing to realize is that the further into your opponents territory you are, the greater the run speed advantage they have. So againts run speed stackers you have to modify your play style to take this into account. It is still possible to go deep into their territory but you have to have other tactical advantages to counter their run speed advantage.

Counters

In order to counter Run speed stackers you have to find a way to negate their run speed advantage. There are many ways to do this depending on how they are stacking run speed mods.

The most effective way to counter run speed advantage is to trap them because it counters players regardless of whether they stack run speed buffs or debuffs.

Sometimes they can be very helpful in boxing themselves in. For example, I've seen a lot of run speed stackers try to cap you cataract portal without taking down the towers guarding it. Porting in with some interrupts to counter their teleport out can net you a kill. Sometimes late game I've gotten half a dozen kills by waiting for them to try to relock our portal flag. Trading 6 kills for 6 portal locks can turn the game around real quick.

Another tactic is to bait them into a trap. Have one of your DGs stand their ground and have another come around from behind to prevent them from escaping.  Or you can lead them away from a tower or flag that your teammate can teleport to. Then there is the ever popular snipe and Heaven's Wrath.

If you are going against players that mostly stack runspeed debuffs, standing your ground effectively negates their run speed advantage. This only works though if you are able to out damage them or out last them while standing your ground. If you did not play the run speed arms race though, gaining the upper hand in offensive or defensive capabilities should not be too hard.

Regulus

Regulus is a special case because of his mines and Mark of the Betrayer debuff . If you know what to do, it can be quite easy to avoid most of his run speed debuffs, although it is easier if you can cure debuffs or have minions. Pay attention to where he drops his mines! Also learn how to counter Mark of the Betrayer. When I get hit by Mark of the Betrayer, I do one of 3 things depending on the situation. I will either cure it, ignore it or back away till I can safely trigger it.

Run Speed Table Analysis

This table shows the effect of runspeed mods on your current run speed for certain common run speed values.

I highlighted +10 +15 +25 along with -5 -10 -15 and -25 because they correspond to certain skills and abilities.

The run speeds between 6.6 and 7.88 represent the run speed of different DGs under the influence of certain run speed buffs.

Tables tt { font-family: courier; } td { font-family: helvetica, sans-serif; } caption { font-family: helvetica, sans-serif; font-size: 14pt; text-align: left; }

  5.45 6 6.3 6.6 6.9 7.24 7.5 7.88
−0.3 3.81 4.20 4.41 4.62 4.83 5.07 5.25 5.52
−0.25 4.09 4.50 4.72 4.95 5.18 5.43 5.62 5.91
−0.2 4.36 4.80 5.04 5.28 5.52 5.79 6.00 6.30
−0.16 4.58 5.04 5.29 5.54 5.80 6.08 6.30 6.62
−0.15 4.63 5.10 5.35 5.61 5.87 6.15 6.38 6.70
−0.13 4.74 5.22 5.48 5.74 6.00 6.30 6.53 6.86
−0.10 4.91 5.40 5.67 5.94 6.21 6.52 6.75 7.09
−0.07 5.07 5.58 5.86 6.14 6.42 6.73 6.97 7.33
−0.05 5.18 5.70 5.98 6.27 6.55 6.88 7.12 7.49
0.00 5.45 6.00 6.30 6.60 6.90 7.24 7.50 7.88
0.05 5.72 6.30 6.62          
0.10 6.00 6.60 6.93          
0.15 6.27 6.90 7.24          
0.2 6.54 7.20 7.56          
0.25 6.81 7.50 7.88          
0.3 7.09 7.80 8.19          
0.35 7.36 8.10 8.51          
0.4 7.63 8.40 8.82          

Studying this table can provide some useful insight. UB and Erebus are the most popular dark side DGs. They also have an innate run speed advantage because they start with a run speed of 6.3. From the table, you can see that with boots of speed or swift anklet, run speed debuffs are not very effective at giving you the run speed advantage over them unless you also have some way to boost your run speed.

A Tip for Run Speed Stackers

A common mistake I see from Run Speed Stackers is that they stack too much Run Speed buffs or debuffs. As a result, they eventually lose against those that concentrate on offensive and defensive capabilities. The trick is in finding that sweet spot where you are just slightly faster than your opponent. Investing more than that is a waste.

6,438 views 9 replies
Reply #2 Top

Quoting Sarmis, reply 1
This just in.  Water wet.  Sky blue.

 

omg i didnt know that! Nerf water and sky plz

+1 Loading…
Reply #3 Top

Quoting Sarmis, reply 1
This just in.  Water wet.  Sky blue.
WTF SINCE WHEN? I WANT PROOF!

Reply #6 Top

Quoting RAWRRRR, reply 2

Quoting Sarmis, reply 1This just in.  Water wet.  Sky blue.
 

omg i didnt know that! Nerf water and sky plz

^^^^ + karma fucking existance is OP imo. when the fuck are we gonna get a pathing fix. i try to go to my bed room some times and i always get suck on the fucking door frame! not to mention lag out errors where i end up losing like 8 hours of the day! and this happens at least once EVERY 24 hours or so.

 

fix existance!

Reply #7 Top

Good post

The third thing to realize is that the further into your opponents territory you are, the greater the run speed advantage they have. So againts run speed stackers you have to modify your play style to take this into account. It is still possible to go deep into their territory but you have to have other tactical advantages to counter their run speed advantage.

If you just want to be faster than your enemies so you they cant escape you it is a better tactic to slow them down. When you enemy is slowed, not only can you keep doing damage to him but it will also take him longer to reach the health crystal/towers where he is safe. Also slowing your eney means your entire team can keep doing damage to him, speed items only help you so if your enemy is fast himself only you (and you other fast allies) will be able to keep doing damage to the enemy.

The most effective way to counter run speed advantage is to trap them because it counters players regardless of whether they stack run speed buffs or debuffs.

But not all players are stupid enough to get trapped. And as you said, since speed stackers ussually arent that strong in direct confrontation it's better to just go about your bussiness, holding lanes, feeding on creeps and destroying towers as soon as enemy's arent around. (but as you said, be careful not to go too far in enemy territory if you're not prepared for the risks) As long as you deny them kills this will mean that your war score will be the highest.

also, locking 1 of the flags can be a good idea. they will always recap that center flag on cataract (for exampel) back, very soon after you captured it because they are so fast. that way you can deny them flags.

Reply #8 Top

Oh come on, this is definitely worth reading for newer players. Thanks to the OP for taking the effort to type these out.

I've always wondered about having an offensive skill of a Demigod be based on the running speed on the victim, like Rupture in DotA's (sorry for the reference) Bloodseeker. It causes the target to take damage based on their movement speed. That is to say; if you run fast, you take a lot of damage, and none if you just hold still.

In this case, the opponent if forced to either stand their ground or teleport away, the latter being easy to interrupt.

PS: In case anyone's wondering how this skill treats teleportation as a "infinite running speed for instant kill", it doesn't. Teleports and warps will not cause the victim to take damage.

Reply #9 Top

nice post

too bad the table is pretty much unreadable, unless you know all the speeds on dg's and items by hard =(