In the tri-lane, the 1 is farming the lane, the 5 is defending it, and the 4 uses creep waves to farm the jungle, together thus maximizing the value of a lane.
The 1 has his own lane and all game to farm. The 2 usually has mid-lane and is given some time to farm. The 4 however, is given no where to farm but the jungle yet is usually charged with acquiring an arcane boots and a blink dagger to be effective. Because of this, sometimes teams will allow the 4 to get early kills and take an open lane (e.g., the off-lane after it has been pushed) in order to at least get out arcane boots in a timely manner.
Like the 5, it is advisable to spend all unreliable gold before dying.
General goals:
- secure the tri-lane together with the 5 and protect carries
- get gold and levels from the jungle
- push and protect towers as appropriate
- participate in ganks and team fights
General principles of laning:
In a 3v1, it is better to chain pull than to stack and pull. You get more out of the lane.
In a 3v2, it is usually better to simply win the lane and together with the 5 have two "babysitters".
In a 3v3, when your carry is able to sustain himself and cs under tower, it is better to stack and pull to deny the enemies experience. Chain pulling is harder to control in a 3v3 and you risk giving the lane back and pushing the lane.
Nyx Assassin
Nyx Assassin is a flexible hero who is usually played as a 2 or 4. As a 2, his early levels and farm make him a terror for anyone on the map who should dare to be found alone. As a 4 pulling the jungle, his levels are somewhat delayed but his abilities still make him a formidable asset.
As a mid hero, at level 7 his abilities should be four points in Impale, one in Mana Burn, one in Spiked Carapace, and Vendetta. Although the 4th level of abilities is usually a marginal increase, in this case from a straight DPS perspective the four points in Impale together with your level advantage allow Nyx to quickly solo kill almost any hero at this stage in the game:
Vendetta attack > impale > normal attack > mana burn > normal attack, with spiked carapace as necessary.
The best support heroes have abilities with low cooldowns and good mana pools. Low cooldowns allow two rounds of abilities to be used during team fights. For this reason, it is not advisable to put more than one level into mana burn early on, as you will see zero benefit in team fights. Leveling spiked carapace after impale allows you to disable the whole enemy team longer.
For a support Nyx, putting the level 7 point into level 2 carapace over level 4 impale is acceptable.
Starting items: Sentry wards, Pot Tango Clarity + others as desired
After buying the sentries it is typical to pass them off to the 5 to take care of. If in a game where you would like a wand, or you just have an affinity for that item you can fill up the rest of your slots with branches. Extra clarities is often useful as well.
Item progression: Arcane boots, (wand/bracer), blink dagger.
Situational items:
Mekansm - If no one on your team is suitable for building it you usually should instead of blink.
Urn of Shadows - If your 5 is not going to and no one else is, this item is good on Nyx.