How to Play Against The Lich
The Lich Matchup Mini Guide
The Lich is a high-threat matchup. Your core job is to deny free spell setup value and predictable objective timing. while preserving objective tempo.
First 90 Seconds
- Opening priority: Identify which spell patterns appear first.
- Primary scout check: Call active spell pressure patterns.
- Most common early throw: Ignoring side-objective pressure. Fix: assign one player to manage it early.
Mid-Match Conversion
- Best chase adjustment: Pre-drop when macro pressure has already removed safe backup routes.
- Best macro adjustment: Adapt gen strategy to secondary objectives; pure gen rush is often punishable.
- Pattern to respect most: Spell layering to remove both greed and rotate options.
Map And Loadout Read
- Maps helping The Lich: Maps where multi-tool pressure controls key sectors
- Maps hurting The Lich: Wide maps that dilute layered spell impact
- Build path anchors: Information / Aura Intel, Self-Sufficiency (Solo Queue), Totem / Anti-Hex, Anti-Tunnel
At-a-Glance
- Threat level: High
- Biggest danger: Spell utility can punish both macro greed and chase autopilot simultaneously.
- Best counterplay theme: Track spell states and deny clean setup windows.
- Solo queue note: If team coordination is low, play simple consistent routes over high-upside greed.
Threat Model
- What the killer wants: Use spell toolkit to create no-win scenarios and convert tempo steadily.
- What you must deny: Free spell setup value and predictable objective timing.
Power Basics (Plain English)
- What their power does in real matches: Vecna cycles multiple spell tools that pressure movement, tempo, and decision-making.
- What “good usage” looks like: Good Lich players sequence spells to force your fallback before committing chase.
Early Game Plan
First 60–90 seconds priorities
- Identify which spell patterns appear first.
- Avoid overcommitting to one lane before toolset is understood.
- Preserve universal safety resources for unknown spikes.
What to scout/call out
- Call active spell pressure patterns.
- Track if he is playing for macro stall or direct chase conversions.
- Warn teammates when side-objective pressure is ignored.
Chase Rules
- Pre-drop when macro pressure has already removed safe backup routes.
- Greed only if team info confirms no secondary pressure angle.
- Rotate early to avoid being trapped in scripted objective states.
- Commit to chases only when team can absorb macro fallout.
- Do not tunnel-vision one interaction while side objectives collapse.
- Respect hidden timers and delayed punish windows.
- Break predictable movement once killer starts conditioning routes.
- Use comms/pings to prevent repeated macro mistakes.
- If killer forces mini-games, simplify decisions and deny free value.
- Take guaranteed tempo over flashy outplays in unstable states.
Macro Rules
- Adapt gen strategy to secondary objectives; pure gen rush is often punishable.
- Hook trades should account for side systems, not only timer bars.
- Prevent snowball by assigning clear roles for objective, rescue, and scout duty.
Common Killer Tricks
Pattern 1
Spell layering to remove both greed and rotate options.
Tell: Deliberate pacing before high-impact spell sequence.
Pattern 2
Conditioning one response, then punishing adaptation.
Tell: Pathing to objective lanes where spells gain max value.
Pattern 3
Hook timing synchronized with strongest spell windows.
Tell: Frequent check-ins on survivors forced into predictable patterns.
Common Survivor Mistakes (Fixes)
- Ignoring side-objective pressure. Fix: assign one player to manage it early.
- Chasing flashy plays while macro collapses. Fix: prioritize win condition order.
- Overcommitting to one lane. Fix: rebalance roles every major event.
- Trading hooks without system awareness. Fix: track both hook and side timers.
- Late reactions to killer setup cycles. Fix: pre-plan responses.
- Assuming normal chase rules always apply. Fix: adjust for power state first.
- Wasting resources on low-impact windows. Fix: save tools for conversion moments.
- No contingency for solo queue drift. Fix: default to self-sufficient lines.
Map Notes
Map types that help/hurt
- Help the killer: Maps where multi-tool pressure controls key sectors
- Hurt the killer: Wide maps that dilute layered spell impact
Tiles/areas to respect
- Chokepoints with low alternatives
- Hook routes during spell uptime
- Side-objective denial zones
Recommended Build Types
Quick Checklist
- Track secondary objectives constantly.
- Reassign team roles after each major event.
- Avoid pure autopilot gen rushing.
- Use safe, repeatable chase lines.
- Trade hooks with macro context.
- Call out timer and power-state changes.
- Stabilize before forcing high-upside plays.
- Default to self-sufficient decisions in solo queue.