Temple of Kotmogu
The goal of The Temple of Kotmagu is to earn reinforcements by gaining and maintaining control of Power Orbs. Your team needs to control as many of the Power Orbs as possible, for as long as possible, and kill any enemy players that are controlling Orbs so that they are returned. The first team to reach 1600 wins the game.
Strategy/ Overview
KOT is a melee game. Players grab "orbs" which light the players up and generate points. The orbs also make the players easier to kill, and when they die, the orbs go back to their starting points. So, everyone runs around grabbing, hitting and healing until someone wins.
Each player will be described as follows:
Orb Carriers - Make sure the first 2 orbs are picked up by tanking players or close to. Basically anything that can take a lot of damage.
Orb Defence - The team minus the carriers
Each player will be described as follows:
Orb Carriers - Make sure the first 2 orbs are picked up by tanking players or close to. Basically anything that can take a lot of damage.
Orb Defence - The team minus the carriers
The Strategy
Take the Center
This strategy focuses on controlling the center area of the courtyard where orb carriers collect maximum points.
This strategy focuses on controlling the center area of the courtyard where orb carriers collect maximum points.
Group 1:
Orb Carrier (tank) Orb Carrier (tank) |
Group 2:
Ranged DPS Ranged DPS Ranged DPS |
Group 3:
Healer Healer Healer DPS DPS |
Group 1 will be your initial orb carriers. Assign one player to run to the left and the other to run to the right to pick up the Orbs of Power. As soon as the orbs are picked up, these players should group back up with Group 3 and get into the center of the courtyard. If you are able to, have the players in the center courtyard group up right in the middle. Keep heals on the orb carriers and attempt to peel off dps from them by crowd controls and slows while you kill them. Orb carriers can use the walls and corners inside the courtyard to line of sight themselves and help prevent damage.
In the meantime, Group 2 should stand around the upper level of the courtyard to prepare to grab orbs that are returned as well as to go after enemy orb carriers. As ranged dps, they can still attack enemy players in the center courtyard from the upper platform.
It should look like this:
In the meantime, Group 2 should stand around the upper level of the courtyard to prepare to grab orbs that are returned as well as to go after enemy orb carriers. As ranged dps, they can still attack enemy players in the center courtyard from the upper platform.
It should look like this:
Any time any of the Orbs of Power are returned they should be picked up by your team's players as soon as possible. If you can gain control of more than two orbs you should attempt to do so. The two players you originally assigned to be orb carriers should always attempt to have an orb. If they dropped their orbs and they were picked up by your teammates on the upper level, have your original two orb carriers go after enemy orb carriers until orbs are returned. At anytime that your teammates gain control of an orb they should join your team in the center.
If your team cannot control more than 2 orbs at a time, continue with this strategy - keep all teammates in center of courtyard except Group 2 in upper courtyard. Just attempt to keep the enemy orb carriers out of the middle. As long as your orb carriers are in the middle and the enemy's are not, your team will gain more points.
If your team can gain control of a third orb, you can choose to have your whole team guard your orb carriers in the center or leave 1-2 players from Group 2 on the upper courtyard to continue going after the enemy orb carrier or to grab any orbs that are returned.
If your team cannot control more than 2 orbs at a time, continue with this strategy - keep all teammates in center of courtyard except Group 2 in upper courtyard. Just attempt to keep the enemy orb carriers out of the middle. As long as your orb carriers are in the middle and the enemy's are not, your team will gain more points.
If your team can gain control of a third orb, you can choose to have your whole team guard your orb carriers in the center or leave 1-2 players from Group 2 on the upper courtyard to continue going after the enemy orb carrier or to grab any orbs that are returned.
Points
The amount of points an Orb Carrier get depends on where they are standing.
Courtyard (red square) - 5 points every 5 seconds
Upper Courtyard (orange square) - 4 points every 5 seconds
Outer Grass Area (Yellow Oval) - 3 points every 5 seconds
Killing an Enemy Orb Carrier - 10 points
Keeping the Orbs
This strategy works by keeping the orbs for as long as possible and is used when the center is taking by the opposing team. Your groups should remain as before.
Final Tip
Whether you are an orb carrier or not, you should try to stay grouped up with your teammates as much as possible. You may have to break off to do things such as grab a neutral orb, help another teammate or two kill an enemy orb carrier, but you should be near other teammates for most of the time. The more grouped up a team stays at any given time, the better protected they will be.
The amount of points an Orb Carrier get depends on where they are standing.
Courtyard (red square) - 5 points every 5 seconds
Upper Courtyard (orange square) - 4 points every 5 seconds
Outer Grass Area (Yellow Oval) - 3 points every 5 seconds
Killing an Enemy Orb Carrier - 10 points
Keeping the Orbs
This strategy works by keeping the orbs for as long as possible and is used when the center is taking by the opposing team. Your groups should remain as before.
- Try to always have your Orb Carriers together with the main group (Group 3) standing in the back and have 2-3 ranged (Group 2) go for the enemy's carriers.
- Make sure your ranged team are ready to pick up orbs that will die.
- Players who are killing someone controlling an orb must call out what colour is about to become available or where that colour can be found, so orb carriers can go there to pick it up.
- Similarly, if an orb carrier is dying, they must call out the orb colour so another team member can be ready for its respawn.
- In this strategy, Orb Carriers must NEVER go into the middle, except when almost the entire enemy team is wiped so as to score some quick points, but after that get out asap again, since you are very vulnerable to ganks in the middle.
- Orb Carrier need to kite around the platforms while the rest of the Group 3 keeps enemies off them. Group 1 should go round in circles while Group 2 goes for the enemy orb holders.
- Do not concentrate on killing enemy healers since they will be oom most of the game spamming heals into enemy orb carriers (the orb buff causes them to have reduced healing) so dont bother swapping on healers unless they are a free kill, just focus on orb carriers.
- Getting the kiting under control is the hardest thing about this battleground, if you can master that properly you have pretty much won the game.
- Also don't be afraid to kite outside to the green if you're about to get killed or most of your team is dead, it is a really good way to prevent the enemy team from getting all orbs and getting the +10 point bonus from killing you.
Final Tip
Whether you are an orb carrier or not, you should try to stay grouped up with your teammates as much as possible. You may have to break off to do things such as grab a neutral orb, help another teammate or two kill an enemy orb carrier, but you should be near other teammates for most of the time. The more grouped up a team stays at any given time, the better protected they will be.