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Duo vs solo-top. Push turret asap?

Creator: EzequielBE April 2, 2012 4:36pm
EzequielBE
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Greetings,

I'm fairly new to both the game and these forums and need some advice. Having played quite a few games already, I often end up in a 2v1 situation top. Up untill today we always used to rush down top turret, which seemed to always destabilize the enemy team.

Today however, it was me and Akali top vs Wukong solo. Me being Master Yi, I push the turret all the time. Forcing Wukong to hide underneath, denying him any farm, warding river to prevent getting ganked by jungler. Akali went on flaming me for a good 10mins because according to her "you don't rush top tower moron! no tower should go down before the 20min mark!" and "stop rushing, last hit and fall back!".

In a 1v1 I can understand where she's coming rom, but since we're 2v1 I figure pushing top turret forces their solo to fall back without xp/farm and forces their jungler to leave the safety of the jungle to come assist left and right. As soon as top goes down I can start roaming, pushing every lane and cleaning up left and right.

Am I mistaken for rushing top in said situation? If so, how would you ideally tackle a 2v1 top?
Luther3000
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Depends, but in general you don't want to take early towers. As soon as you destroy his tower he gets to farm in safety further back and can possibly catch up, while you are left generally unable to farm safetly in your lane.

It's usually better to keep his tower up as long as possible, get kills and deny him farm. As long as it's there he has to keep coming back up to the river to farm. It's even easier to do this in a 2v1 lane because you can deny using brush and tower dive for kills.
ClearDays
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Pushing the turret grants early gold, but allows the enemy solo top to farm closer to their base. Normally, 2v1s fail like that, due to the fact that a lot of solo-tops can easily farm at tower, so gold remains practically the same.

If youre a melee pushing starting at level 1, then the possibilities of a level 2 gank can be devastating. Ive had situations where once the player solo-ing the lane gets even a slight advantage in gold ( He already has exp advantage, usually he is level 6 and the opponents are both level 4 ), they completely dominate their lane 1v2.

Another way to look at it is dragon control. If the enemy jungler is like Lee Sin or Shaco, they can blink over dragon den, pink ward, and then solo the dragon there. There goes gold advantage. Plus, they have smite so they can easily secure minion related objectives.

No rule on getting a tower before 20minutes. Ive seen towers go down in 4. Who cares :/

Ideally, I personally would tackle a 2v1 top like how pro teams such as TSM or CLG do it when they bring their AD+Support top and their solo-top to the bottom lane. Completely deny the enemy. You have a decision - Kill the tower, roam, and let the enemy farm, OR leave the tower, deny, and put their solo-top behind.

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Luther3000
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ClearDays wrote:

No rule on getting a tower before 20minutes. Ive seen towers go down in 4. Who cares :/


Cause it matters. As soon as a tower goes down the laning phase is over for you, so you better be sure you know what you're doing when you take it.

As long as you're winning the lane and can deny gold and xp it's better to keep it up and force the guy to keep coming back up to the river to farm. At least as long as the likelihood of the entire enemy team showing up is low.
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I've done it both ways in the past. Trying to keep the turret alive artificially generally seems to work better. The problem if you push it down early is that you tend to start roaming around, and if you roam for too long and fail to gank you are pretty much wasting all of your advantage. If you are smart and can push the tower then aggressively counterjungle / take dragon / gank lanes, then I don't see a problem with it.

Yes, their top lane can get caught up farm-wise, but if you are trashing their jungle and their mid it is still working out in your favor.

That's my take at least.
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There isn't a certain cience for this. I think to take down the tower asap is not a bad option. It's right that solo top may farm easier close to his/her base, but you have two gankers in the other lanes.
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I'm fairly new to the game, so take my advice with a grain of salt and a Huuuuummmmm...

I try to keep the opposing tower up until bot or mid crushes a tower. The reason being, I'm trying to get as much gold as I can to advance further. If I'm dual top and the other team has a solo top, i harrass as often as possible, but keeping my eye on mias. This cuts off their experience and gold gain, forcing them to spend their gold on items like turtle shell (name eludes me) and p.stone just to keep up.

A really good lesson i've learned is never push your opponent to the tower if your trying to keep the laning phase going. Reason being, that lets them last hit in relative safety, while you have to dive in for yours; this puts you further in danger since they can cc or harrass you out. I try to keep it next to their bush at river. This lets me keep an eye on them, and make sure they don't bush dive.

just be sure to ward river, and your bush. This is because there is a slim opening between your mobs approaching where their ganker can slip into that bush under fog of war and cut you off (its only happened to me once, and I made sure to ward every time after.

These are just some things, i've learned personally and a way I play. It may not be the right way, but it works for me.
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As Master Yi, you would have been totally fine taking the tower because of his awesome gank and counter-jungling potential. As long as you can get in to their jungle and wreck their **** real fast and get out just as quickly so u can gank mid or bot, go for it. If you arent comfortable doing that kind of thing, leave the turret up and just force him to farm at it and lose gold. However its not really wise to go 2v1 top in the first place unless one of the 2 has a hard cc (stun, suppress, et cetera) because you are both losing gold and experience thru sharing and if the enemy player is good, he misses none and eventually gets an advantage on you. If one of the two of you do not have a hard cc the chances of killing a decent enemy player that does not over extend is limited, thereby losing any advantage you might gain.
Hope this helps!
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Zone their solo top out of farm, ward to prevent ganks, ONLY last hit.
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Taking a tower changes the dynamic of lane phase and jungle.

Your duo either needs to be strong enough to fight a jungler + laner, or taking a tower is more of a hindrance than a benefit.

Taking an early top tower gives you a few options;

Counter jungle all the things after pushing wave.

Get ganked a lot and die horribly (very likely to happen if you take the tower too early)

Force you to spend eight bazillion gold on wards to avoid getting ganked all day by mid and jungle.

Cause you to abandon your lane entirely to shove down mid, because taking mid will afford your team map control in the top half of the map if top tower is down (Best case scenario here.)


So essentially, there's more practical harm than good if you drop top tower prematurely, but if you IMMEDIATELY get mid tower as well before your top lane feeds super hard core or gets completely zoned, then it's a good thing.

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