QUOTE(Zephro @ Sep 17 2011, 11:10 PM)
After a successful teamfight, push turrets instead of going back to jungle.
Also, had this match with a Morde on my team, he rushed a Warmogs and built a FoN, he had nothing else. No AP. No boots.
Oh yeah, and he kept running away from teamfights, saying "I'm not a tank".
Sure, buddy.
Yeah, we took their rax down first but for some reasons they just hold it out afterward and keep on acing the F out of my team.
I assume it's a better idea to stay on the offensive and just push the F out(I know there's different scenario)? Sometime my teammates play too defensively and go to the side and defend the tower from creep and then enemy hard push mid and my team is forced to fight a 4v5 battle.
QUOTE(Alexdino @ Sep 18 2011, 08:56 AM)
it depends on which hero you are against with, if is GP, Morde, Jax, they are really OP at end game, the more you drag the more they are hard to beat.
I don't drag games for sure and aside from GP, Morde and Jax, I am very afraid of freaking Tyr in late game, who can chop you into pieces within seconds and not die.
QUOTE(Davidtcf @ Sep 18 2011, 11:47 AM)
dont drag the game... give pressure on your team to stick, kill, push and win. If that fails after a few attempts, prepare to surrender.. wahhaha.
the mid-end game is more to strategy and items. The team that has both more, will have a higher chance to win.
Anyway, if you played well and lose also.. the IP difference is about 10 only (excluding double ip wins), so there's not much to be sad over

I need to know what if pushes doesn't work. Sometime the sturdy defense of the other team allows them to defend very very well. In that case, is it better to split push and if split push fails, pull back and kill their jungle, let them come out a bit and try to kill them than just stay in front of their gate all the time and got aced by mistake?