Queen of Thorns rocks on Prison

I normally rag on QoT pretty hard.  I've had pretty miserable results with her so far.  But I played a couple 2v2 matches with her on Prison and we trounced.

One of her big problems is that she can either stay open and do OK damage while sacrificing survivability or she can stay closed and be wildly resilient while doing lackluster damage.  On a big map with clearly defined lanes, this means she's going to pushed out more often than she pushes.

On Prison, she can leverage her teammate to shore up her shortcomings.  Unlike the other maps, teammate is only ever 5 seconds away.  Her teammate is the damage hose and she uses bramble shield to keep both people alive.  In addition, it's now worth it to change forms and open up to access her AoE attack.  With two DGs piling on the hurt, the armor reduction really shines.

1,614 views 8 replies
Reply #1 Top

If you're getting pushed out of lanes and it's not a 2v1, you're not playing her correctly.  I'd say your big problem is that you're staying open or closed.  You're supposed to change forms.

Reply #2 Top

QoT can shield herself, go to open form, pop ground spikes and close.  That's what I always do anyways, it usually runs demigods off when they realize I'm doing okay damage and they can't dent my health.  Works really well against ranged people.  It's almost always profitable to "split up" in 2 vs 2 unless a demigod really needs to be killed, to both get flag control and farm max creeps.

Reply #3 Top

In addition, it's now worth it to change forms and open up to access her AoE attack
End of quote

this is true for EVERY single map... idk what you're even talking about....

Reply #4 Top

Quoting SubtleSalmon, reply 3

In addition, it's now worth it to change forms and open up to access her AoE attack


this is true for EVERY single map... idk what you're even talking about....
End of SubtleSalmon's quote

Just saying that ground spikes isn't worth the cost of changing forms and potentially opening yourself up to running out of mana or getting spike damaged in a 1v1.  But when you've got a teammate, two things change:

  1. You don't have to worry about getting spike damaged as much - your teammate is hopefully taking all the hits.
  2. The armor reduction from ground spikes doubles in effectiveness.  Now you AND your teammate are pounding the DG.
Reply #5 Top

There's no reason not to play QoT as dual-form.  If you're being damage spiked, just put brambles on yourself before you go into open form.  You only lose about 100 armour, which isn't a big deal.  By the time you get some items on you, this may be as little as a 5% swing in your damage reduction.  Obviously you do want to swap back to closed form if you're under attack, but it takes only a second to open up, use your spikes, then close up.  That's a pretty tiny window of opportunity for an enemy to exploit.  If he can damage spike you in one second for the kill, then form is not your problem.

 

Reply #6 Top

It's not just a 1 second window.  1 sec to open + 1 sec to ground spike + 1 sec to close + 1 sec to cast sheild again.  4 seconds (roughly, shorter if you're quick with your keyboard shortcuts).

Granted, this isn't a gaping hole of a problem.  But factor into that the lost autoattacks and splitting your mana between ground spikes and a potentially critical shield.  All together, it makes me personally nervous.

Reply #7 Top

...not to mention opening up, popping spikes, and then you realize I need to hurry and close b/c my ally is getting pounded on and needs to be rebubbled. I agree though, 2 form is the key...  you just gotta be SURE you wanna open up @ that moment.

Reply #8 Top

QoT rocks on all the maps that need pushing of buildins.. oh wait that's all of them.. :p