Rules of the Arena





To clarify some ambiguous or unmentioned information listed above:



1. Minions spawn in waves of seven (three swordsmen, three archers, and one "juggernaut") every twenty seconds from alternating sides of each base and head directly towards the enemy team's portals, passing through the center along the way.



2. The buff camps spawn along the sides when the game starts, and each camp respawns four minutes after its cyclops has been killed. Your team should have sufficient time to gather at the buff camps and clear them before making your way to the center.* Typically, supports get the blue buff, magi get the first red buff, and assassins and hunters get the first orange buff. If your team decides to kill the buff camps at the start of the game, try to be as efficient as possible. Standing in certain locations and casting a select few spells will bring two camps together for easy AoE damage. If you know the enemy is not coming to gank at the start, it is best to start at the orange buff and work towards the blue buff, as you will be less extended.



3. When a team's tickets are reduced to ten, the six smaller minions will no longer deduct points by being killed. The singular, large minion will still deduct one point from the team if killed, and any minion that reaches their portal will also deduct a point. In addition, the death of a god deducts five points throughout the entire game.



Note that even if one team drops to ten tickets, the team with more tickets will still lose points for every minion killed until they, themselves, reach ten tickets. Because of this, do not turtle if your team has more than ten tickets and the enemy team does not. You will lose tickets at a rate of seven every twenty seconds while the enemy team will only lose them at a rate of one every twenty seconds. Scores can easily go from 50 - 10 to 9 - 4 if your team sits idle. At the same time, do not be reckless. Use the buffer you have to wait for your ultimates to come off cooldown, group up, and force a tremendous push for the victory** - all it takes is two kills.



4. Don't chase enemies into their base, as unavoidable, invisible damage will kill you within seconds while you watch their health regenerate at ungodly (teehee) speeds. On a similar note, do not attempt to kill the two towers on either side of their base unless it's a complete stomp. In that case, you just do it further lessen their morale (plus an extra thirty tickets combined off the enemy's count can't hurt either).









*Don't leave the center completely abandoned, as another common strategy is for the whole team to haul *** towards the first minion wave and disintegrate it, hopefully forcing a wave or two in (seven to fourteen tickets off the bat) while the other team is breathing through their mouths at the buff camps. Just make sure to be aware of the enemy team's actions, and respond accordingly if you see them rushing to the center.**The best time to do this is as a new minion wave is pushing its way past the midway point, as the enemy team will have to divert an AoE spell or two onto them, greatly affecting the outcome of the final teamfight.