fine htne i got some more shit for you my son :: before you rage notice that i didn't wrote this, just copy pasted...kk
Smiter:
It really depends on the mastery of your opponent, but the SMITE can either be extremely easy or your worst nightmare.
3 types of smiters:
The Smit basis suing you running or loading and trying to cram an Smit. This is by far the easiest. You only have one thing to do, ww retired. To touch you with SMITE, it has to stop. Now your ww will put you out of reach as long as it runs in him eventually dropping a few hits in passing. If course, he may die soon, his block is divided by 3. If he walks, he will die too, although somewhat more slowly.
If you feel that you put too much pressure, a tele screen, pull some ga's with Widowmaker, and start at ww.
The second type of Smit is one who understands that to run / walk was pure suicide
It is therefore this time defensive play and Smits on site until you pass within range.
The art is to remain out of reach and range of use-abuse.
* Hammer:
personally my favorite duel (tied with druid: p)
One thing to clarify first: as well as cons SMITE, NEVER ww across the hammer, you will be exposed to hammers and sort incurred damage far too important.
If the hammer is kind of defensive, to stay put by casting the hammers or move into a small area by creating a field of hammers, go out and bombard the Widowmaker.
If you tele above, ww down long ww preferably so desync whirl.
If it is a pure desynchdin, do not stay open-field, do not wander anywhere, because even if you feel that he never rose to such a place, it can still be the case. A well controlled desync can wreak havoc.
If the hammer is being loaded in a certain direction, it is probably a screen farther than you see. Once you see the load in one direction, teleport you to 3-4 screens before him in that direction, and have long way to ww desynchwhirl.
You can also tele anywhere and make long ww in this area, this may result in some hits issued hammer.
Force the hammer to play offensive and coming on bombarding you with ga's widow maker in his direction. Although dmgs of ga in itself is not meaningful, the ow is it. As soon as you fired 2-3 ga's, switch and made short ww left, then right, then down and away you ww or current.
Avoid tele several times in a row, more than 2 times if you want to get away, more likely to encourage a lock-tele-hammer that you would fhr stun you and inflict significant damages.
If the hammer freezes on your minimap, or it is being desynch in this case predict its movement and go where he found and made many ww for desynch
Either you throw-a-Unsummon auralock and tries to make you think you are out of reach and you can leave your widow, taking advantage of when you stop for tele-hammer. In this case, take his own trap, stop a moment longer ww from left to right you take a double salvo of ww, ww, then down and retired.
If you are forced to cross a zone, and that you feared it was infested with ibh (invisible blessed hammers), leap, not tele or run.
The tri-whirl is strongly discouraged on a hammer, do not try that if you are on you and the hammer is relatively low life.
If you have blocks and you have to go out, ww near the hammer, do the same as facing a SMITE, using the range abuse. Under no circumstances around him.
This post was edited by baboun on Feb 23 2010 04:15pm