Preface:

The following guide is based on the book The Art of War by Sun Tzu, direct quotes are included as well as contextualized concepts. The book this was adapted from is of public domain and the following content is not monetized in any way.

Also, this isnt exactly a guide but a general orientation into the less intuitive sense of the game, things that are often “learned with time” are the bases of these teachings. Also, opposed to my regular guides, this is based solely on text. I think it encaptures the essence of the art of war more vividly. Reading through the book made me realize a whole bunch of concepts I had at the back of my head but now make better sense, to put it in a way, it was the wise choice of words of Sun Tzu that helped me with these teachings and I recommend you read through it, you will surely find things you thought you knew but really did not.

The art of defending an ancient

The art of defending an ancient is of vital importance to each player and team. It is the road to either victory or defeat. The art of defending an ancient, then, is governed by five constant factors to be taken into account permanently if one wishes to determine the conditions of the match. These are: Trust and coordination, control of the map, positioning, the captain, and method and discipline; also to be referred as individual skill.

And the captain, and each player must ask prior to a match:

Which side packs a superior sense of trust and coordination?

Which of the two captains has the most ability?

Which teams lies in the advantage of control of the map and positioning? Determined in a first instance by their draft, followed by their method and discipline?

By the means of these questions a skillful captain shall foresee the victory or defeat. And according to the drafting and circumstances, one must modify one’s plans to belittle one’s weaknesses and affirm one’s strengths.

All warfare is based on deception.

The best of captains shall be distinguished by their extraordinary skill with which their movements and intentions are concealed to both their allies and enemies.

Hence, when able to attack, the team must seem unable; when using forces, the team must seem inactive; when near, we must make the enemy believe we are far away; when far away, we must make the enemy believe we are near. Hold out baits, fake disorder, entice the enemy and then crush them.

And so, when prior to initiation; the enemy must think the team is split and farming; when split and farming, the team must seem ready to fight; when ganking, the team must seem defensive; and when defending, the team must seem threatening.

If your enemy is secure at all points, be prepared. If your enemy is in superior strength, avoid him. If your enemy is of choleric temper, seek to irritate him, as they shall represent their team’s weak point. Pretend to be weak, that they may grow arrogant.

If the enemy is taking his ease, give him no rest. Applied as if your enemy is a vulnerable farming hero, constant ganks will derive them from their objective. Lure your enemy and tire him out.

If the enemy is united, separate them. Two ways to achieve this:

Split and push or split and farming, forcing them to respond as one or to separate.

Starve them from experience, force them to stick back together and control the remaining space of the map. Does not work in late stages and risks allies from outnumbered pickoffs, proceed at own judgement.

Attack your opponent where he is unprepared, appear where you are not expected. That is the principle of intelligent team movement.

Sun Tzu said:

“When ten or more chariots have been taken, those who took the first chariot shall be rewarded; ass the enemy flags will be replaced with flags of our own, and the chariots will be kept and used in conjunction with ours; this is called using the conquered foe to augment one’s strength.”

Be mindful of enemy resources, that be territory or strategic positioning. Have your team in coordination to take control of enemy territory, especially farming zones such as the jungle; that is more valuable to farm it instead of blocking it.

Thus, the highest form of victory is by overthrowing the enemy’s plan beforehand. The next best is to prevent the enemy from organizing, followed by the act of engaging the enemy. The worst policy is to repeat weakly designed strategies, or already unsuccessful plans.

“The rule is, not to besiege walled cities.”

A wise captain will remain patient while preparing to siege objectives such as barracks and the uphill, because a captain that is unable to control his irritation will launch his team to the assault like swarming ants, having them result slain while the objective remains untaken. Mistakes like this wear down the team and lead to defeat.

It is the rule of war, if your team outnumbers the enemy’s by more than twice, to surround them; if exactly twice, to divide your forces into two; if the number is only superior, to attack; if equal, to outsmart them; if slightly outnumbered, to avoid; and if vastly inferior, to flee from them.

However, when the team is distrustful, trouble is sure to come. Thus, we may know the essentials for victory:

He will win who knows when to fight and when not to fight.

He will win who knows how to handle both superior and inferior opponents.

He will win whose allies are all animated by the same spirit.

He will win who, prepared himself, waits to take the enemy unprepared.

“Knowing the enemy enables you to take the offensive, knowing yourself enables you to take the defensive. Attack is the secret of defense; defense is the planning of an attack.” – Chuan Yu

Sun Tzu said:

“That the impact of your army may be like a grindstone dashed against an egg – this is effected by the science of weak points and strong.”

In all fights, the strong and direct method may be used for joining battle, but indirect methods will be needed to secure victory.

Thus, a skillful captain will maintain his team under deceitful appearances, keeping the enemy on the move and changing according to which the enemy will act.

The clever player looks to the effect of the team’s combined energy, and does not require too much from individuals.

Hence, the ability of the captain also relies on keeping a uniform and coordinated team, allowing every player to carry each other to victory. An intelligent captain must use each member according to his capabilities, demanding perfection from the untalented will break the balance in the individuals and so break the team.

A smart player imposes his will and terms on the enemy, but does not allow the enemy’s will to be imposed on him.

“The mark of a great soldier is that he fights on his own terms or fights not at all.”

You can only be sure of succeeding if your attacks are at undefended locations. In the literal sense as well as not. Attack the weak points of the each enemy player, study them, see what they lack, and exploit it.

You can only be sure of succeeding at defense if your defense is held at locations that cannot be attacked.

Hence, a captain skillful in attack is whose opponent does not know what to defend; and he is skillful in defense whose opponent does now know what to attack.

Using this is as easy as having two plans, offense and defense, and make them seem like the same thing to an enemy.

The enemy might be stronger in numbers; prevent them from fighting. Use their attempt of initiation as information as how they operate, and familiarize yourself with the captain’s principle of activity or inactivity.

Force the skilled players to reveal themselves, so to find their vulnerable spots. Compare their team to yours, so that you may know where strength is abundant and where is deficient.

Sun Tzu said:

“How victory may be produced from them out of the enemy’s own tactics – that is what the multitude cannot comprehend. All men can see the tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved.”

Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the circumstances. In this infinity lies the true purpose of strategic thinking. The way is to avoid what is strong and to strike what is weak.

Strategic maneuvering is the most difficult part of being a captain, as in it lies the possibility of turning misfortune into gain, and to turn weakness into strength.

The pillars of strategic maneuvering according to Sun Tzu are the following: Deviation, compactness, distance and spacing, dissimulation, and counter attacks.

When you surround you enemies, leave an outlet free. This does not meant that the enemy is to escape. The object is “To make him believe that there is a road to safety, and thus prevent his fighting with the courage of despair. After that, you may crush him” –Tu Mu.

Do not press a desperate foe too hard, despair leads to unpredictability.

Use the enemy’s strength to tire him, but not to counter him; as a skillful captain is familiar with his own forces and will not be countered by his strategy.

Do not run eager to battle, if a battle between both teams is imminent; embrace it patiently, as patience is the strongest weapon against strong opponents.

Wait for the enemy to arrive to your side, fight on your terms. The enemy will arrive tired, and on your victory, retreat shall be their punishment.

The art of battle relies not in the enemy not arriving, but on the captain’s skill to make their team’s position unassailable.

The following are the dangerous faults which may affect a captain:

Recklessness; which leads to destruction.

Cowardice; which leads to capture.

A hasty temper; which can be provoked by insults.

A delicacy of honor sensitive to shame.

Over-solicitude for his allies, which exposes him to worry and trouble over individuals and sidetrack him from a captain’s task.

When a team is defeated and their ancient destroyed, the cause will surely be found among these five dangerous faults in their captain. Let them be present in thought.

Sun Tzu said:

“One must be the banner that leads the army. In disorder, every man is hastening to proper place under his own regimental banner”.

The movements of a team must be as the movements of a single player; this can only be achieved with previous organization. In the distress of battle, orders will fall short and complexity of strategy will be lost.

For a captain to begin loud against opponents but then take fright at the enemy’s numbers shows a supreme lack of intelligence.

“He who exercises no forethought but makes light of his opponents is doomed to be captured by them”

The captain must be disciplinary. However, being also kind and confident with individuals will transform the gain into mutual.

If both teams are situated at great distance and the strength is equal, it is not easy to provoke a battle. Unless it is part of the captain’s terms, avoiding stare downs is ideal. If the enemy team gathers mid, split and farm, sacrifice the tower but make good use of the space, having superior farm does not necessarily mean you will win a battle.

“If we know that our men are in a condition to attack, but are unaware if the enemy is open or not to said attack, we have only gone halfway towards victory. If we know the enemy is open to attack but unaware if our men are in condition to attack, we have only gone halfway towards victory.”

Rapidity is the essence of war: Take advantage of the enemy’s unreadiness, make your way by unexpected routes and attack unguarded spots or enemies.

“Once far inside enemy territory, make forays in fertile ground in order to supply your army with food.”

Also key for stare downs and slow matches, every move must be followed by the necessary resources, take control of farming zones and use warding to your maximum advantage.

Always keep your allies in the move, the sense of losing direction leads to despair and disorganization.

Such is the art of warfare. Such is the art of defending an ancient.

-Goo signs