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What is the fundamental logic of playing the development lane? Remember, growth and tower pushing are the core! But the premise is to ensure survival.

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Hello everyone, I’m Game Brother Xiao.

Among the five lanes in Honor of Kings, quite a few players enjoy the development lane, but because of the hero and position’s special traits, many players haven’t mastered the gameplay logic of this lane well. It just so happens that I saw many players discussing the “basic logic of the development lane” trending at the camp, so this time I’ll share my own views~

Logic One: Development

The most basic logic of the development lane lies in its very name — development. It’s well known that this lane is mainly for marksmen, who are typically weak early but strong later. Therefore, marksmen are the position that most needs to develop; only with enough economy and equipment support can they fulfill their role, but achieving this is not easy.

First, try to secure as many resources as possible. It’s best to control the Red Hawk on the development lane, and also take your own jungle’s Wildling. You should also attempt to contest the opponent’s jungle Red Armor. At the same time, try not to miss the last hit on every minion wave to gradually expand your economic advantage, since most marksmen find it hard to get kills early on. Second, maintain a steady rhythm and know your power spikes. Most marksmen only gain significant damage output when they have three to four items, with Dawn Breaker usually being a key item. Of course, if the game is unfavorable, it might be necessary to wait until a full six-item build to be effective.

Logic Two: Tower Pushing

As marksmen mainly rely on basic attacks for damage, and among the nine defensive towers in the canyon, except for a few heroes whose skills can deal damage, most towers must be taken down by basic attacks. Therefore, dealing tower damage is a key metric for marksmen, and this is the second basic logic of the development lane — pushing towers.

Generally, the first ten minutes are the laning phase for marksmen, so the main goal during this time is to destroy the enemy’s defensive towers. Once the enemy tower falls, the marksman enters a free development stage, where besides farming minions and jungle resources, they should also rotate to mid or off-lane to take down the other two outer towers. Alternatively, they can continue pushing the same lane, but this approach is risky and is best done if the marksman has high mobility to reduce the chance of being caught.

Logic Three: Survival Means Damage Output

If you watch professional matches, you might know about the “Dagger” and “No-Dagger” camps among pro marksmen, which represent conservative and aggressive playstyles respectively. Most casual players are better suited to a more cautious approach — surviving is key to dealing damage — and this is the third logic behind choosing the development lane.

Therefore, during the game, marksmen should prioritize keeping a safe position and then focus on dealing damage. For example, in jungle areas filled with bushes, without clear vision, marksmen should prefer to take detours; minion waves should generally be pushed only to the river border, not too deep, to avoid ambushes; during team fights, pay close attention to the enemy off-laner and jungler positions and seek protection from teammates in time; finally, if frequently targeted, consider building some tank items — as long as the enemy combo doesn’t burst you down instantly, that’s the best chance for counterattack.

So, what do you think are other fundamental logics for playing the development lane?

That’s all for now. If you found this helpful, please give a like to support. If you have anything to say, ask, or want to see, leave a comment below — I’ll check them all~

No game, no knowledge; I’m Brother Xiao, happy to chat freely!

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