I reviewed the 3 replays you linked and 2 of your last games in 1200+Wc holder: Your roll was: Peasant, wanderer tribesman, priest, app, orc warchief
The only way you can live with this roll is to ob hard and hold, which you did. You stay 2/0 and hold nicely on lvl 7, your value lets you hold some of your teammates leaks on 8.
I didnt like that you added priest for 10 another tribes wouldve been better and add t1 at the start of lane. Priest does nothing for u at 10 or later and is just a waste of 130 gold.
Boss spawns ends up tking you and you leak 1 boss even though you're 1860. This could maybe have been different had you added t1 at start of lane and added tribes instead of priest.
I dont understand why you would rr alpha males after 10 when your teammates were already op on 15, and the team needed anti 16.
You end up leaking 16 which you probably wouldve done anyways, and archol hold ends up winning you the game.
Decent replay early game, but bad mid-game. Ygg holder: You get warrior send lvl 1 and hold really well, what i dont understand is why you didnt push harder. There was no need to add those landmines since you held easily 3 even against furb, if you just built ice troll + infantry.
I guess you could argue that in you ob hard in case of a bo, but imo the chance of re bo is so small that that kind of ob is not warranted.
You hold 7 and game is drawn on 8 due to a person leaving.
Good game in general, you add good units instead of going tk 4 ygg since your team needed u to hold on 10.(i wouldve picked a longer replay) Malf game: You start 2/0 in order to not get raped on 2 and 3, so far so good.
For lvl 2 you add another small spider which i actually think is good since your team is super weak on 2(except the alchemist). Your team is really strong on 3 so you dont rly need the 5 malformations on 3. All in all good decision.
For lvl 4 you get unlucky and leak 4 boars, this is just bad luck since it 4 malf 2 spider would probably hold 80% of the time. However, you should have considered that all of your teammates were weak on 5 and maybe not have taken that risk.
Luckily you dont get immo and it doesnt end up costing you heals on 5.
You push 7/3 and up one more abnormality for lvl 7, this is a smart decision since your teammates need you to be strong on 10, so you have to hold ur lane on 8, which is why i think not pushing 7/4 was a good decision. Why you then push 7/4 i really do not understand, you team needs you on lvl 10 and you already got nightmare aqua on your team which pushes good.
For 10 you add unupped necrolyte, the better decision wouldve been to up spider since unupped necromancer is pretty shit on 10.
I guess you didnt want any more dead value, so i can see a good argument for both decisions. Not that big of a deal.
You hold 2 bosses on 10, however, your team manages to damage bosses just enough to not make you heal.
You build hydras in front of abnormality, which shows you have good knowledge of the units mechanics and placement. Nice!
You end up holding 15 allowing your team to go 17 and win.
Good game overall. https://entgaming.net/findstats.php?id=10336766 Game 1:This game you had prisoner.
You start 2/0 and 250 value, you send 2 to get ur 375.
For lvl 5 you try to push to the limit by adding hr in back of your units. You end up leaking 1 hawk and your team in total leaks about 40 units to king With your roll you are obligated to try to ob for the team in order to survive the early game. Pushing so much here was a bad decision. You couldve easily held with prisoners and hr as backline.
Your team ends up leaking an insane amount of units to king, due to you not holding and loses 3 heals. This couldve easily have been 2 or even 1 heal had you stayed low and held lvl 7.
Your team now leaks 65 to king without even enemies sending. Its just over at this point.
Your team leaks 9 to king without send.
You push to 7/6 and your team loses 1 heal 10 and leaks hard
You add unupped copters for 11, making you leak. Just up prisoner or get another hr. Bad
You add EVEN MORE unupped copters for 12 which just makes no sense you dont even up 1 of them which would have given all of ur ranged units bonus damage, i wouldve upped prisoner to maverick and added upped copter
Your team ends up dying on 12.
This could have been prevented had you held on lvl 5 and 7, due to thorn being extremely strong on 12.
Bad game. Game 2: http://storage.entgaming.net/replay/vie ... 348233.w3gYou have sprite this game and start 240 2/0
You push 3/0 during 1 and add milli to get 320, this ends up tking your team and you have to send dino instead of the furb. When building units like rev or sprite you usually want to stay 2/0, in case they send lvl 3, had they done that you would have leaked over 20 scorpions. You were lucky and they send 2 and you push.
You add sprite and spectre for lvl 3 the spectre was unnessesary and doesnt make u hold.
You add tot for lvl 4 which makes the spectre even more unnessesairy, the tot is good because your team needed some good anti 6 and u end up leaking not that many units on 6 compared to a scenario wherein you hadn't built it.
Right before lvl 9 starts you decide to sell 4 sprites, Oh god why? Sprite is such a good unit on 9 and would have given you so many kills on this level. In addition it would have actually given your allies 10% bounty on ur leaks (which would not have been many)
Enemies post 10 realize that your leaks force a 14 or a 15 game, and they ob. You end up sending 14 anyways and it fails. This was a fairly hard game and you probably would have lost no matter what calls you made.
Bad game, but not as bad as the other one. Overall i tend to no-support, you seem to have picked out specific replays wherein you dont tk, and even in those you make some obvious mistakes. I will leave these reviews with mods so they can make the decision whether or not to vouch you. Obviously this is not a review of your overall attitude which i cannot comment on since i dont know you and haven't played any games with you.