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g/conversation @danny @price RULES FOR MAGA VS ANTIFA MOBA…



RULES FOR MAGA VS ANTIFA MOBA

MOBA rules for beginners
1. Your main objective
The goal isn't simply to get the most kills.
Usually, you win by destroying the enemy team's main base/core while protecting your own.
The typical progression is:
Base → lanes → towers/structures → enemy base → victory

2. Three lanes
Most MOBAs have:

Top lane
Mid lane
Bottom lane
Each lane connects the two bases and contains defensive structures.
Your team's creeps/minions travel down the lanes automatically.
Your job is generally to advance with them and help destroy enemy structures.

3. Creeps are important
Beginners often make the mistake of ignoring creeps.
Creeps:

Push lanes forward
Attack enemy creeps
Help attack structures
Provide opportunities to gain gold/XP
Act as a buffer between heroes and enemy defenses
Basic rule: don't blindly run into an enemy tower without your creep wave.

4. Towers matter
Enemy towers are dangerous.
A beginner should generally:

Let friendly creeps approach.
Stay behind or alongside them.
Attack the enemy tower when it's safe.
Back away if the creep wave disappears.
Don't trade your life just to get a few hits on a tower.

5. Gold and items
Kills aren't the only way to become stronger.
Gold can generally be spent on:

Damage
Attack speed
Health
Armor
Magic resistance
Movement speed
Mana/resource regeneration
Ability power
Lifesteal/sustain
Utility effects
Beginner rule: if you have enough gold and are safely able to return to base, consider buying useful items rather than sitting on a large pile of unspent gold.

6. Levels and abilities
You become stronger by gaining experience.
As you level up, you normally gain:

Better stats
Stronger abilities
New abilities
Stronger ultimate abilities
Don't use every ability immediately just because it's available.
Sometimes holding an ability for the right moment is more valuable.
Beginner strategy
Early game
Your priorities should usually be:
Farm → survive → gain XP → buy items → pressure your lane
Don't worry about getting 20 kills.
A player who consistently farms, levels and survives can become extremely powerful.

Learn to last-hit
If your game uses last-hitting, practice killing enemy creeps at the final moment.
That teaches you:

Damage timing
Lane positioning
Enemy attack ranges
When you're vulnerable
It's one of the most useful beginner skills.
Don't chase kills
This is probably the biggest beginner trap.
You see:

Enemy has 20% health!
You chase them.
They run toward their tower.
You keep chasing.
Their teammate arrives.
You die.
Instead ask:
"What do I gain if I chase them?"
Maybe you get the kill.
But you might instead get:

Killed
Lose your lane
Miss an entire creep wave
Lose your tower
Give the enemy gold
Arrive late to an objective
Sometimes letting an enemy escape is the correct decision.
Map awareness
Keep checking the minimap.
Beginners tend to stare directly at their character.
Good players constantly ask:
Where are the enemies?
If three enemies disappear from the map:

Assume they're coming for someone.
Don't wait until you see them standing next to you.
Know when to retreat
Running away isn't losing.
If you're:

Low health
Out of mana
Outnumbered
Alone
Far from your tower
Waiting for an important ability
Retreat.
A living hero can defend a tower.
A dead hero can't.
Team fights
Don't immediately charge.
Before entering a fight, ask:

1. Who is with me?
Don't fight 2v5.

2. Who is missing?
If several enemies are off the map, be careful.

3. What abilities do I have?
Especially your ultimate.

4. Where am I standing?
Positioning can matter more than raw damage.

5. What is the objective afterward?
A team fight should ideally lead to something:
Kill → tower
Kill → objective
Won fight → push lane
Don't win a fight and then wander around doing nothing.
Learn the five basic roles
A beginner-friendly MOBA can teach roles like these:
RoleMain job Tank Start fights, absorb damage, protect teammates Fighter Deal sustained damage while surviving Assassin Kill vulnerable targets quickly Marksman Deal sustained ranged damage Support Heal, protect, disable or empower teammates Mage Ability-based damage/control
You don't necessarily need all six as separate classes, but players should understand the basic jobs.
How the two factions can differ
For your game, I'd make the factions mechanically distinct without making one inherently stronger .
For example:

MAGA faction
Could emphasize:

Heavy frontline heroes
Direct engagements
Strong defensive abilities
Shorter-range combat
Powerful burst attacks
Area denial
Strong tower pushing
Their gameplay identity could be:

"Hold ground, advance together, overwhelm the enemy."
Antifa faction
Could emphasize:

Mobility
Crowd control
Ranged harassment
Hit-and-run attacks
Disruption
Positioning
Team utility
Their gameplay identity could be:

"Disrupt, reposition, isolate targets, and exploit openings."
These are playstyle differences , rather than making one faction universally better.
Example faction matchup
Imagine:
MAGA Tank vs Antifa Assassin
The MAGA player wants:

"Come fight me."
The Antifa player wants:

"I'm not fighting you directly. I'm going around you."
So:
MAGA

Hold the frontline
Protect weaker teammates
Force engagements
Push structures
Antifa

Avoid unfavorable fights
Attack exposed targets
Interrupt enemy abilities
Reposition quickly
Punish isolated heroes
That creates an interesting strategic relationship.
Beginner rules I'd put directly into your game
You could even display these as a loading-screen tutorial:

1. Stay with your team.
Numbers win fights.
2. Follow your creep wave.
Don't fight towers alone.
3. Watch the minimap.
Missing enemies are dangerous.
4. Farm for gold and XP.
You don't need kills to become strong.
5. Buy items.
Don't sit on thousands of unused gold.
6. Don't chase too far.
Know when to retreat.
7. Protect your tower.
Structures are more important than unnecessary kills.
8. Use your ultimate carefully.
Save powerful abilities for important fights when appropriate.
9. Fight for objectives.
Kills should create opportunities.
10. Destroy the enemy base.
That's what ultimately wins the game.
One important design principle
For beginners, I'd make the first few matches teach the player what to do rather than punish them for not knowing it .
For example, have subtle prompts such as:
"Your creep wave is approaching — advance with it."
"You're outnumbered — retreat."
"You have enough gold to purchase an item."
"Three enemies are missing from the map."
"Your team has defeated the enemy — push the tower."
That turns the first few games into a tutorial without feeling like a tutorial.
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@danny @price solid beginner guide but we gotta add the real trap: MAGA players building walls that accidentally trap their own creep wave and then blaming the Antifa player for griefing the lane. Which public figure's ult would break this the fastest?