Chapter 42
Chapter 42
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Translator: MadScientist
Chapter: 42
Chapter Title: It's Intense
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It's intense.
The Hero's Arena map has three systems designed to force engagements.
This was to prevent games from dragging on endlessly with one side just running away.
The first of these kicks off at the five-minute mark: the Tower Siege event.
One of the four towers—northwest, northeast, southwest, or southeast—activates at five minutes. Whichever team controls it at the ten-minute mark gets 500 gold and 50% of their current level in experience per player.
On top of that, it provides vision around the tower and supportive fire for the rest of the game, making fights at the four nearby hunting camps a huge advantage.
But the balance is exquisitely tricky.
It's not so critical that you absolutely can't let it go, but surrendering it doesn't mean you're doomed to lose.
On the flip side, just handing it over for free? What if the enemy takes it with one guy while their other four farm?
That lone player rakes in 2,500 gold and 250% experience in a short time, then shares it with the team.
That's an insane gain, right?
Of course you can't just give it away.
Even if you concede it, you have to force the enemy to commit bodies to defend it. Letting them snag it for free with one or two players would be disastrous.
Arriving first and holding the high ground gives you the edge in any fight.
But go too early, and you're twiddling your thumbs while the enemy farms.
It's a headache.
Deciding how many to send and when is the puzzle.
Every game plays out differently, which is why this game never gets old.
That's why vision and map awareness are crucial.
The more wards you place, the easier it is to track enemy movements.
Then you can craft and execute strategies tailored to them.
— Jeon Jeonseol [I'll scout it out first] This game is a miniature war.
I've taken on the role of scout, heading out on reconnaissance.
The activated tower this game is the southeast one.
The situation wasn't ideal.
Our first skirmish was at the Dragon's Lair up north, right?
We drove them off, so we naturally cleared the northwest hunting grounds. That means the enemy got pushed to the southeast and dug in there.
And of all things, the southeast tower activates.
Northwest is best-case, northeast or southwest is acceptable, but southeast is the worst.
'I just need to play well.'
It's not an insurmountable gap.
Just a slight mood killer.
I head from the Dragon's Lair in the north, through the central arena, toward the southern lake.
A warning chime sounds—enemies nearby.
Not a team ping, but a system alert.
I immediately ping their position to share the intel.
'Two in the jungle, two southeast. Already grouping up.'
They're not fully rallied at the point yet, but if a fight breaks out, they'll swarm.
'One southwest—why's he there? Should I cut him off?'
Unfortunately, my KDA is 0/0/0.
Massacring multiple Challengers without an item advantage isn't easy.
But this body of mine isn't supposed to shy away from 1v1s, right?
Let's pick off the isolated one.
The lone enemy at the southwest tower—heading there to stop him linking up southeast.
And wouldn't you know it.
The solo player southwest was Victory.
Of course—the most confident guy would lone wolf it there.
It's common sense: the one who can escape or win if jumped handles solos.
Quick tap to check his items.
Considering the matchup.
'Whichever lands more hits wins.'
Both are non-target skill chunky damage dealers.
Landing one and dodging decides it—a pure skill duel.
A one-on-one where no one else interferes.
— Viewer — Viewer [Big matchup season 2!!!] — Viewer [They going at it?] — Viewer [Let's goooo] Ah, audience is here.
About 90,000 strong.
Here we go.
Thump thump thump thump thump thump.
My heartbeat's pounding in my ears.
Summon an illusion.
Probe with a magic arrow.
Not close range, so he walks it off.
I close in without retreating.
Magic arrow's cooldown is pretty short.
Missing once doesn't end the fight.
I widen my eyes.
Already wide open usually, but...
I don't want to miss a single twitch.
Pouring every ounce of focus in.
Thump thump.
Swordsman's Q: Slash.
The skill changes per hit.
Narrow first slash, even narrower second thrust. Land both, and you get a powerful wide third cleave as reward.
He's targeting my illusions, not my real body.
Stacking for that big cleave on me.
But I control illusion positioning too.
Dodge with movement.
Deny the second thrust.
Forces him back to first slash.
Closer now.
Into the Swordsman's territory.
Funny character.
Illusionist.
A mage that gets stronger up close.
Q: Magic Arrow.
Long range? Predictable trajectory, easy walk-away dodge.
Point blank?
Stuck together, no outmaneuvering it.
Dodge skill or pray he whiffs.
His sword grazes my real body as I close.
First slash is tough to dodge, as expected.
But evading the second thrust keeps it non-lethal.
Non-lethal.
Pop ultimate illusion.
I took the trait for two ult illusions.
70% damage reduction, but doubles the illusions.
True to name, Illusionist swaps body with illusions in fights.
Hotkey control possible, but moves "all illusions" that way—not full freedom.
Fine control is tough.
If I could micromanage each one, I could show off more.
Bit of a shame.
Magical Fight definitely allowed per-illusion control, probably with unique skills too.
That's why Teamfight Arena sucks sometimes.
Anyway, magic arrows fly again.
Four directions, four trajectories—can't dodge 'em all?
Swordsman's response: reflex.
E skill Parry reflects attacks from a direction.
Tight timing plus direction choice—lots use it as a defensive tool.
Vintage Victory.
Perfectly reflected back at me.
Trusting it, I knew and dodged the reflect.
Swordsman parries two, dodges one.
Last one sticks.
Somehow, I'm right beside him now.
But now his attacks are point-blank too.
Like my close-range arrows, his slashes and thrusts are near-instant.
From here, it's less reaction, more mind games.
Endgame won't take long.
Locked in this close? No running for either!
Swordsman crouches.
W skill animation: move speed, attack speed, lifesteal buff.
Dodge, eat, land, miss—one arrow at a time toward victory.
Swap illusions to bait, but Victory doesn't bite easy.
Sticks to my real body like glue.
Flash misses a must-dodge.
Confirms my flash and dash gone, ults.
⚙ SYSTEM NOTIFICATION ⚙ ─"Defeated by the enemy." My Illusionist is dead.
⚙ SYSTEM NOTIFICATION ⚙ ─"Enemy defeated." But Victory's Swordsman drops too.
His dash kills me, but my dying magic arrow takes him down.
— Viewer ⭐ Top Comment — Viewer [Scripted? For real???] — Viewer [Even scripted wouldn't go this hard] — Viewer [Lover's shot lololololololol] — Viewer [How intense you tryna be??] — Viewer [This is rivals??] — Viewer [2jun Crying In His Room] — Viewer [I was Victory's rival first!] — Viewer [Kinda NTR vibes lol] — Viewer [So damn cool] — Jeon Jeonseol [Jeon Jeonseol! Jeon Jeonseol! Jeon Jeonseol! Jeon Jeonseol! Jeon Jeonseol! Jeon Jeonseol! Jeon Jeonseol!] Thump thump thump thump thump thump thump thump thump thump thump.
My heart's racing way too fast.
Been ages since I felt this.
But dead doesn't mean relax.
Still got map vision for our team.
— Viewer — Viewer [Why shake screen while dead, you madlad] — Viewer [Can't savor the win a bit?] — Viewer [Shaking cuz she's dead] — Viewer [Solo kill ceremony?] — Jeon Jeonseol [Mob spawns say clean group-up at tower by 8:40] — Jeon Jeonseol [Match paths pls] Stepping on the point doesn't instantly capture the tower.
You need more bodies than the enemy to build capture progress.
At exactly ten minutes, higher progress wins it.
My call: all five group for teamfight this time.
— Viewer [Maestro of the battlefield!!] — Viewer [Commander!] — Viewer [Commander makes me think of that one game protag] — Viewer [Situational reads and calls on point] — Viewer [Eh... that's basic? Silvers group towers too] — Viewer [What does silver know lol] — Viewer [Mindless tower group vs Challenger judgment totally different] — Viewer [What's the diff then] — Viewer [If you knew you'd be Challenger too] Victory needs 50 kills total, so respawn isn't too long.
I'm back in the fight quick.
Thump thump.
I want this win bad.
Give it everything.
Play better than usual.
Just win, damn it.
After, all-chat: 'Revenge for Magical Fight.'