I main the Arbiter in multiplayer and do extremely well by attacking early while my economy grows. I mostly play 2v2.
The central strategy is to pump out 6 enforcers by at least 4 mins and then start moving them towards an enemy base. BE SURE you get the spirit assault as soon as it becomes available to drop 4 more enforcers once you reach the enemy base.
Most likely you will destroy one base or at least most of the economy at the base.
Build order as follows:
Ext. -upgrade asap
Harv. -upgrade asap
Harv. -upgrade asap
Ext.
Raid camp.
Minibase -if possible, put a harv on it
Pump out enforcers asap, at least 6.
While you micro and using teleport to trigger conduit.
This strategy puts at least one player on the enemy team behind early, and really puts them on the defensive. I personally play with my friend who turtles as colony and the early rush helps to assist our mid game steam roll. We haven’t lost yet.
Hope this helps curious Arbiter players.
This is a good strategy, but also the most predictable strategy for the Arbiter. Im not sure if you can get your third leader point before 4 mins, but thats pushing the limits for a rush window. A simple counter to this is to scout. If you play good players, especially in 2’s where your teammate can help you out, enforcer rushes drastically drop in viability.
When enforcer rushing with Arbiter I tend to go all out rush. It’s too predictable to go half way; they’ll have sufficient defences for most rushes. So instead I go double raid camp so I have at least 60 pop (13 enforcers plus the early grunts) by 4 minutes and I keep pumping them out as I head to their base. With their stasis grenades and conduit they can overwhelm most players. It’s by no means unstoppable but it will be more than most players are prepared to handle.
Anyone have any good uses for Arbiter’s hero early game? Or is it mainly reserved for a mid to late game Conduit of Rage inducer?
> 2533274814970819;3:
> When enforcer rushing with Arbiter I tend to go all out rush. It’s too predictable to go half way; they’ll have sufficient defences for most rushes. So instead I go double raid camp so I have at least 60 pop (13 enforcers plus the early grunts) by 4 minutes and I keep pumping them out as I head to their base. With their stasis grenades and conduit they can overwhelm most players. It’s by no means unstoppable but it will be more than most players are prepared to handle.
I nearly lost to this. My base was destroyed so I double expanded after. I think forgehog might have saved me but the first anvil Round whiffed during the first rush. Scatterbomb probably did more for that attack. The next couple of anvil rounds were devastating though.
> 2533274814970819;3:
> When enforcer rushing with Arbiter I tend to go all out rush. It’s too predictable to go half way; they’ll have sufficient defences for most rushes. So instead I go double raid camp so I have at least 60 pop (13 enforcers plus the early grunts) by 4 minutes and I keep pumping them out as I head to their base. With their stasis grenades and conduit they can overwhelm most players. It’s by no means unstoppable but it will be more than most players are prepared to handle.
This is what I did a lot last season.
Usually I try to assess what they’e going to do based on their leader. So, if I’m up against someone that will probably have to expand or tech up in the beginning, I do the double raid rush and it’s near unstoppable. Against aggressive openers like Cutters and Kinsanos, however, I would go about 3/4 enforcer and 1/4 suicide grunts to wipe out their early infantry.
I find it a lot harder to do now though. Mostly because of all the Forges.
I tried it the other day, and I got his only base down to just one supply pad. The hog nuked my troops until they were gone. With just his hog and maybe 3 jackrabbits, he pushed on to win from that point.
Aggressive play while going double extractor doesn’t seam that reliable to me. If you get scouted you lost, no turrets and just 6 enforcers won’t do much against a prepared enemy.
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> > 2533274814970819;3:
> > When enforcer rushing with Arbiter I tend to go all out rush. It’s too predictable to go half way; they’ll have sufficient defences for most rushes. So instead I go double raid camp so I have at least 60 pop (13 enforcers plus the early grunts) by 4 minutes and I keep pumping them out as I head to their base. With their stasis grenades and conduit they can overwhelm most players. It’s by no means unstoppable but it will be more than most players are prepared to handle.
>
> I nearly lost to this. My base was destroyed so I double expanded after. I think forgehog might have saved me but the first anvil Round whiffed during the first rush. Scatterbomb probably did more for that attack. The next couple of anvil rounds were devastating though.
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> > 2533274814970819;3:
> >
>
> This is what I did a lot last season.
> Usually I try to assess what they’e going to do based on their leader. So, if I’m up against someone that will probably have to expand or tech up in the beginning, I do the double raid rush and it’s near unstoppable. Against aggressive openers like Cutters and Kinsanos, however, I would go about 3/4 enforcer and 1/4 suicide grunts to wipe out their early infantry.
>
> I find it a lot harder to do now though. Mostly because of all the Forges.
Last season I would do the same and add some suicide grunts when going against cutter/arbiter/atriox/Decimus because with the early teleport (and conduit!) they’re brutal against leaders + infantry.
This season is another monster though. It’s definitely harder to pull off this season due to Forgehog. His Anvil round is just devastating against infantry. Overall too many leaders have a strong enough early game to beat it. That’s a good thing though; it means the meta is likely in better shape. It can still work but it’s success rate just isn’t what it used to be.
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> Anyone have any good uses for Arbiter’s hero early game? Or is it mainly reserved for a mid to late game Conduit of Rage inducer?
Yup I’ve come to the conclusion that he’s mostly just useful for triggering conduit of rage. In early game skirmishes against Arby’s who take out their leader vs me who goes full enforcers I almost always win that battle. Arby by himself is one of the weakest leaders. It’s the rage, and triggering it for the units around him, that really make him powerful mid/late game.
I would say Arby’s early game is really good, especially with the leader out. The only hero that gives me problems in early game is forge due to the forgehog