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The tricky part there is, of course, you're closer to enemy territory. The deal should be to get in, snag the swag, and gtfo before they see you in the cookie jar.
This is definitely the way to do it. I believe Haze struggles most during laning, so you need to get ahead as much as possible to capitalise on that.
Metal skin is the best. Usually that is enough to get away from her in time if you're pretty good with jump dash techs. If not, warp stone or majestic leap is pretty good too. I would not go ethereal shift. Her ult can last longer than 10 seconds mid game. Kinda wish debuff remover worked against her (IT DOES NOT).
The hardest part about fighting haze is having the rest of your team buy metal skin too.
Depends what characters you're playing, but if you have anything that reduces fire rate (got nerfed, feels bad), it could save some of your garbage teammates.
An entire team buying Metal Skin is 99 out of 100 times a mistake. For one hero? Just your whole team buying that on it's own is a win for Haze's teammates, because that's one item back your entire team has set themselves.
Better positioning and awareness helps way more than an entire team buying the same niche counter item. As in, don't all sit in lane in front of the enemy Walker, spread out and use those side ledges, whack some nearby boxes or even steal a nearby camp while two of your teammates threaten the Walker. This way, you're not in direct line of sight and aren't likely to get blown up with your team, but are in earshot and just seconds away from your team and can show up if a fight breaks out suddenly.
Realistically, even if she gets the drop on you, a lone Haze should only be picking up one kill (Sleep dagger doesn't drop invis, and it removes 1 Stamina, meaning without any extra Stamina from items, most Heroes can't escape). She shouldn't be team wiping on her own, that's on the individual skill fault of each teammate at that point.
Two more things that counter Haze ult.
Cover. Yes, cover. For a while, the AoE was sneaking over some things it shouldn't have, but those booths in the middle lanes are enough cover to take no damage from her ult.
Bullet Resist. Yes, bullet resist. It sounds counter-intuitive, because she can just pick up Resist Shredding, but almost all of her damage is Bullet, and everyone has a gun anyway, so it's never an outright bad option when against a Haze.
Oh, and bonus counter, Time Wall, which used to only stop the ricochet bullets from her Ult, but now works against Haze ult. It's Hero specific, but people already hate Haze's ult to the point of suggesting a whole team pick up Iron Skin, so I feel okay suggesting a hard counter like this.
Everyone says "Haze is weak during laning" but she lands one single sleep dagger on you early and suddenly you've taken over 60% or death depending on if you're in a solo or duo lane, and despite the shrunken hitbox, it still handily connects when you're behind objects and walls.
I want to know how she's weak, because after playing her and winning the past 5 lanes and snowballing into a monster, I can't see it myself.
For the record, I think she's a decent laner, but she doesn't have a proper wave-clear, which is what most players don't pick up on. She's nasty in a duo, especially since she can gank really well, and the wave-clear can be covered by her lane partner if they need it.
Also, I think her ult unlock isn't as big of a power spike as it is for most other heroes. Paradox can kill most heroes quite reliably with the help of a guardian once she gets an unlock, and it helps her ult isn't on cooldown for two minutes, and Mo can all but guarantee a kill unless his intended victim gives up the lane altogether or gets a clutch counter-rotate to help. Haze's ult doesn't threaten nearly as hard early game.
If you're stomping as Haze, keep it goin'. Seems like the Hero's a natural fit for you.