Quote:
Originally Posted by Chaos[Dreamer] Flaw #1 scouting will easily prevent this.
Flaw #2 bringing banshees up from behind will surely get them instantly killed/nullified by this stage of the game. They have little defense and bringing them from behind puts them right into the line of any stun and silence with little micro being required by the opponent. It's best to keep a ghoul wall at least so the enemy wont be able to run around so many bodies to get to them.
Flaw #3 Crypt lord is really not a good call here in my opinion. Sure beetles are nice for meat but by late game they will have dispel of some form and wipe them out within seconds. If anything get DL and sleep heroes that will interrupt your channeling.
Flaw #4 Enemy air = gg you lose
---Sorry to be so critical but this *strategy guide* is severely lacking and this strategy is not going to work at mid level play and up vs smart and decent opponents. |
good guide but he does bring up some key points, i would suggest possibly switching units to fiends bc banshees are pretty cheap and inexpensive at least to cover anti air so they cant kill banshees with air.... also use a different hero for sure and what would work as a good counter against any magic dmg spells would be use 1-2 banshees with full mana to cast anti magic shell on your channeling banshees so that they can possess in peace (at least against dmg spells such as holy light, chain lightning, shockwave); the effects such as stun will hold through but at least your banshees wont die from magic damage that fast...