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Battlepride

10 Mistakes Beginner Battlerite Players Make

Battlerite is a free-to-play game made by Stunlock Studios
Photo by Andrea Audenino, taken using Battlerite’s built-in video and photo export feature

Making mistakes is a natural part of the learning process, but does that mean that you automagically get better after losing many battles? Unfortunately, it’s not as simple as that. Suffering defeat leaves us with a bitter taste in our mouths, but we should always try to look back and figure out what we did wrong. However, watching out for your own mistakes can often be a difficult task to carry out.

Luckily for you, I put up a list of the top 10 mistakes to avoid if you are a beginner player!

If you see things you don’t know about mentioned on this list, I suggest you read my previous article where I talk about things that the tutorial doesn’t tell you.

1. Hitting counters and reflects

I’ve lost count of how many times I’ve seen people saying “FOR GOD’S SAKE, DON’T HIT THE BALD SHINING GUY” just for the poor healer to be annihilated a couple of seconds into the round. Hitting counters is bad; there’s no one denying that. But I must admit we all do hit counters from time to time. Does that mean that you shouldn’t pay attention, though? Not quite! For example, if you know that the enemy Sirius still has his counter up, avoid casting a big spell right into his face, because it’s most likely that he will counter it.

On the other hand, when they counter with the right timing your M1, it’s really difficult to avoid it. You could then argue that they don’t get much value out of countering a measly M1. While that is partially true, depending on the champion, you may have just gifted them a free empowered attack, or shield to keep pushing on your team or, if they were in a bad spot, a chance to reposition themselves. Even worse, if you are Jade, casting your M2 into Bakko’s shield, Oldur’s bubble, or Raigon’s Parry can end up really bad for your team!

If you still feel uncomfortable when playing against champions who have counters and reflects in their kits, you should check out Xiomaro’s video on how to avoid hitting counters.

2. Not using M1 enough

A lot of beginners I see rely too much on their abilities to do damage; if you do so, you will not apply enough pressure in most cases. Suppose you are playing Thorn and all you do is trying to entangle and pull; it will be hard for your teammates to keep up with the pace of the game if the enemy team is playing aggressively enough. You need to use your M1 much more to trade damage efficiently.

Now take Jade as an example; it’s usually better to use your M1 when you hit mid at the beginning of the round. Why? Because if you just stand there casting your M2 and supposedly trying to bait an out, the enemy team could be harassing your melee a bit too much (especially if they have a strong zoner like Jumong).

This concept applies to supports too; you cannot just play like a heal bot because it doesn’t work out well against aggressive compositions.

Another good reason to use your M1 more is to build up your energy faster; many champions require at least one energy bar (25%) to be fully functional.

3. Wasting escape abilities

Escape abilities (also called outs) are those which let you disengage; they usually provide you with an iframe.

As I wrote earlier, hitting a counter when the enemy has no other ways to escape usually leads to their salvation. What if no one triggered that crucial counter? They would be in a pretty bad situation. What I’m trying to say is that you should be careful when using your escapes; don’t always use them to engage because the enemies can then use their escape to reposition themselves into a good position and punish you.

Many champions have gap closers or zoning abilities that you can use to apply pressure without putting your health pool at risk right from the beginning of the match. Another technique that works wonders is: just walk at them!

As a last note, always try to use your conditional escapes first (i.e. counters and such) because your opponents may not trigger them; then, as a last resort, you will use your regular escapes (Space for most champions).

4. Playing too passively

This is somewhat related to the second point of this list. Many newcomers, when focused by an enemy player, tend to just walk away while staring at them ending up taking a ton of damage for free. You should always try to deal damage to your opponents instead of just walking around while you wait for an escape ability to come off cooldown. Maybe you won’t be winning the trade, but at least you will have applied some pressure on them.

5. Ignoring the orb

When you are a new player, there are so many things to keep track of that it could feel overwhelming. Don’t worry, you will eventually get used to it. That being said, you should still pay attention to the middle orb as it is a big advantage for your team.

If you and your team are not under pressure, it’s a good thing to take the orb. Especially if you are pushing your enemy team out of the middle zone, it should be easy to claim the orb in a matter of seconds.

On the other hand, there are situations in which you should momentarily ignore the orb. For example, when your melee is pushing a lot it’s advisable to keep pushing with them because, otherwise, they could end up in a 1v3 situation.

The last scenario is when you are the one being pushed. In that case, you should try to get back to the middle area of the map, effectively swapping position with the enemy team, in order to get back to a good spot; you can then proceed to get the orb.

6. Not cancel casting

Build the good habit of cancel casting your abilities when you know you won’t hit them. Suppose you are using Jumong and you are casting your M2; just before firing it off, you see the opponents walking out of the range of it. In that case, you should just cancel it to prevent wasting a cooldown.

It is also important to cancel cast when you see the enemy using a counter or putting a reflect in between you and them. Canceling long cast time abilities is easier, but if you keep playing you will learn the timing and get used to canceling even faster abilities.

Last but not least, cancel casting is a good way to bait escapes and you should do it whenever you have the occasion (i.e. you and your teammates are not in danger/under pressure). Keep in mind, though, that in lower ranks most players don’t pay much attention to big spells like Ruh Kaan’s or Zander’s M2 so trying to bait is not always effective there.

7. Breaking disables

Disables are crowd control effects such as panic, incapacitate, entangle, and petrify. They usually prevent the opponent from moving and attacking while giving them a shield that will break the disable after receiving a certain amount of damage.

When your team manages to put a disable on an opponent, you should take advantage of the opportunity and push against the enemy team in a 3v2 situation.

There are some cases, though, when a disable can set up a big burst of damage. For example, Jade’s M2 Ashka’s Q are easy to cast on a petrified target; your teammates could then follow up with their own stun to sneak in as much damage as possible.

8. Losing sight with your healer

Keeping your teammates alive as a healer is not an easy task. We’ve all been there at least once: Raigon jumps behind a wall to chase the enemy Poloma and gets nuked hard; he will then blame the support for not healing enough. While I earlier said that you should play aggressively with your melee if they are pushing a lot, you should not lose sight with your healer just to end up in bad spots because most healing abilities cannot go through walls.

Finally, don’t engage too hard if you have your recovery health bar empty; back a bit, instead, and wait to get a heal before re-engaging.

9. Tunneling one enemy

This one is probably more common among melee players, but I’ve seen it even on other roles.

There’s a lot of misunderstanding around the “focus the healer” mentality. In this game, you should be focusing on zoning and pressuring the enemy team in order to force their cooldowns. After all, you cannot really punish someone when they have all of their escapes up.

But that’s not all of it. Some people do wait for an enemy to use their cooldown before jumping head first and tunneling them. The problem occurs when they keep pressuring the same player over and over again, even after their escapes go off cooldown. This could lead to the tunneling player taking a lot of damage because of the bad positioning they’re in right now.

Finally, even if you don’t get punished while tunneling someone, your teammates could be having a bad time against the remaining of the enemy team while you are busy chasing that slippery deer around the map.

10. Blaming a loss on their teammates for not doing enough score

Have you ever lost a game where you went top score among both teams? How come? Well, doing top score doesn’t necessarily mean you were playing the right way.

Don’t blame your ranged DPS for not doing enough damage if you were chasing the enemy support while he was being rushed by two melees. Don’t blame your melee for not applying enough pressure if you were not helping him zoning the enemy team and doing damage. If you are playing support, don’t blame your teammates for not helping you when you were playing frontline like a melee; being in a good position is crucial.

If you find yourself often dying first, it could mean that you are playing too aggressively. On the other hand, if you are usually the last one alive, you’re probably playing too passively or not peeling enough for your teammates.

There’s no perfect recipe for this; you need to figure out by yourself whether you should play aggressively or passively in a specific situation. If you lose one round, don’t get discouraged just yet; try to quickly think back on what you did and try to play in a way that could make you win from then on. After all, the only winning (or losing) round point that matters is the third one; think of the first two wins or losses as a way to figure out how to win that specific matchup against those players.

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