Search through our list of lane-pushing games! Note that arena games like Battlerite, Warlock, and Splatoon will not be found here!

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Design Features
  • The most popular lane-pushing game developed for Starcraft II. It combined elements of DotA Allstars and League of Legends, while adding the ability to buy mercenaries to assist in the battle.

    One of its hero stats was "timescale", which if increased would allow a hero's projectiles and abilities to travel faster, as well as lowering their cooldowns.

  • A reimagined Tides of Blood with refined artwork, character designs, and many custom systems.

  • A hardcore, ruthless, and unforgiving gameplay experience. Close sibling of DotA Allstars.

    Development has formally ended, though servers remain available to play and there are still occasional minor patches to tweak gameplay and balance.

  • Developed and marketed primarily in Asia. Players enter the match picking three heroes, and can swap which one is active after dying. In-game progression is heavily weighted towards loadouts, though heroes having a large choice of skills to level up, and lots of consumable items, also played a part.

  • Due to its two boss objectives and carefully tuned economy, it has a stable meta with fixed lane positions for each hero role.

  • Combines elements of Quake with lane-pushing gameplay. It features extreme alterations to the Warcraft III engine while still running as a regular map. The result is a futuristic twin-stick shooter with 3D physics for all characters and weapons, as well as advanced character customisation options.

    Despite its incredible attention to detail and highly custom assets and systems, the Warcraft III engine simply couldn't provide a smooth and responsive experience for this type of gameplay. This likely contributed to its brief three months of post-release development. It survives as a technical marvel.

  • Emphasises rich and engaging hero combat. The game has many unusual skill-shots, and there no stuns or randomness. Combat instead focuses more on displacement and environmental or situational damage.

    The jungle is a persistent team objective rather than an economic space for a single hero to occupy, and a variety of different creep camps and reward structures have appeared in the game over the years.

    The game had an unusually refined item system, with a fullscreen shop interface, typed shortcuts, recommended items, recipe autocompletion, all items stacking with each-other (at reduced efficiency), and custom item stats like bonus ability radius or duration.

  • Players control either an Assassin hero on the front lines, or a General hero supporting and managing the team's army.