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Guide to Ganking
  | Hero Types |
A carry hero is the biggest trump card your team has to win.
They will farm experience and gold very heavily early game, and mid game they will continue to farm and try their best to stay alive, whereas late game they are performing ganks and counter pushing. The best way to play a carry hero is to bring the late game into reality as fast as you can, this can be accomplished with purchasing the key item your hero requires to go beyond godlike or just to get level 16. When it comes to ganking, a carry must think of No.1, that is to stay alive at all costs. Leaving teammates behind to die is necessary if it would mean your demise. Carry heroes work best with team co-operation, where the carry gets final kill on most or all heroes and towers. Hero name
Gosu/Top/Mid/Shit Tier
Early Game efficiency %
Mid Game efficiency %
Late Game efficiency %
*efficiency as a carry
Lanaya, Templar Aassasin
Mid Tier
Early Game: 15%
Mid Game: 95%
Late Game: 50% Magina, Anti-Mage
Mid Tier
Early Game: 12%
Mid Game: 35%
Late Game: 75% Kardel Sharpeye, Dwarven Sniper
Shit Tier
Early Game: 3%
Mid Game: 65%
Late Game: 40% Yurnero, The Juggernaut
Top Tier
Early Game: 55%
Mid Game: 60%
Late Game: 65% Lone Druid, Syllabear
Shit Tier
Early Game: 8%
Mid Game: 25%
Late Game: 45% N'aix, The Lifestealer
Top Tier
Early Game: 12%
Mid Game: 80%
Late Game: 75% Luna Moonfang, Moonrider
Mid Tier
Early Game: 4%
Mid Game: 44%
Late Game: 80% Morphling, The Morphling
Mid Tier
Early Game: 20%
Mid Game: 60%
Late Game: 75% Slithice, Naga Siren
Top Tier
Early Game: 18%
Mid Game: 72%
Late Game: 80% Azwraith, Phantom Lancer
Mid Tier
Early Game: 7%
Mid Game: 24%
Late Game: 70% Banehallow, Lycanthrope
Top Tier
Early Game: 5%
Mid Game: 55%
Late Game: 75% Mirana, Priestess of the Moon
Top Tier
Early Game: 50%
Mid Game: 60%
Late Game: 70% Rikimaru, Stealth Assassin
Mid Tier
Early Game: 3%
Mid Game: 50%
Late Game: 70% Jah'rakal, Troll Warlord
Mid Tier
Early Game: 4%
Mid Game: 30%
Late Game: 90% Traxex, Drow Ranger
mid Tier
Early Game: 35%
Mid Game: 55%
Late Game: 75% Strygwyr, The Bloodseeker
Mid Tier
Early Game: 12%
Mid Game: 90%
Late Game: 68% Slardar, Slithereen Guard
Gosu Tier
Early Game: 24%
Mid Game: 95%
Late Game: 95% Huskar, Sacred Warrior
Top Tier
Early Game: 80%
Mid Game: 75%
Late Game: 85% Razor, Lightning Revenant
Mid Tier
Early Game: 21%
Mid Game: 39%
Late Game: 51% Medusa, Gorgon
Top Tier
Early Game: 12%
Mid Game: 34%
Late Game: 88% Raijin Thunderkeg, Storm Spirit
Gosu Tier
Early Game: 19%
Mid Game: 67%
Late Game: 93% Mortred, Phantom Assassin
Mid Tier
Early Game: 6%
Mid Game: 22%
Late Game: 78% Nevermore, Shadow Fiend
Top Tier
Early Game: 32%
Mid Game: 97%
Late Game: 64% Terrorblade, Soul Keeper
Mid Tier
Early Game: 7%
Mid Game: 14%
Late Game: 91% Mercurial, Spectre
Top Tier
Early Game: 2%
Mid Game: 19%
Late Game: 92% Necro'lic, Visage
Top Tier
Early Game: 13%
Mid Game: 58%
Late Game: 87% Lesale, Venomancer
Mid Tier
Early Game: 51%
Mid Game: 78%
Late Game: 72% Netherdrake, Viper
Top Tier
Early Game: 50%
Mid Game: 86%
Late Game: 75% Harbringer, Oblivion Destroyer
Mid Tier
Early Game: 24%
Mid Game: 44%
Late Game: 72% Slark, Murloc Nightcrawler
Mid Tier
Early Game: 11%
Mid Game: 68%
Late Game: 82% Gondar, Bounty Hunter
Mid Tier
Early Game: 14%
Mid Game: 70%
Late Game: 73% Lucifer, Doom Bringer
Top Tier
Early Game: 20%
Mid Game: 97%
Late Game: 88% Ulfsaar, Ursa Warrior
Gosu Tier
Early Game: 19%
Mid Game: 92%
Late Game: 98% Night Stalker
Mid Tier
Early Game: 9%
Mid Game: 80%
Late Game: 74% King Leoric, Skeleton King
Top Tier
Early Game: 44%
Mid Game: 74%
Late Game: 89% Anub'seran, Nerubian Weaver
Mid Tier
Early Game: 11%
Mid Game: 82%
Late Game: 84% | Kelens Dagger is a very useful item for heroes that require close combat or close skill combos. The Dagger is is also useful as an escape tool, and can be utilized with Eul's Scepter of Divinity for quick combo. The only draw backs to dagger is the damage prevention which disallows you to blink after taking damage, and also when you cannot blink into unexplored areas. |  | Magic stick and Magic Wand both provide an early game quick mana fix for last minute survivability or stun casting. Using these only when they are full are a great way to get that last hit, and also great for getting away. The only drawback is when they become useless mid game. |  | Soul Ring is a useful mana fix for quick spams or survival skills. Use wisely and don't overdue your fix, they 150 hp removal can add up if you do not have a way to regen the HP back. The greatest thing about Soul Ring is you can activate at full mana, and it work just the same. |  | Urn of Shadows is the single greatest item you can get with your carry, enabling you to continue a rampage of damage without having to retreat for healing. Using this with Soul Ring is a phenomenal way to ensure good game faster. Just stay in rage of each kill and use the charges as much as can, that includes healing your wingman. The best part is you can deal 200 dmg over 8 seconds, this will remove bottles, salves, and blink dagger at more than 800 range. |  | Bottle is a good solo item, as long as you have a crow to utilize with it early game. Bottle provides a wonderful fix of health and mana, at any given 3 intervals. Ensures a longer time farming your lane if you can micro a crow with it. This item is still not as effective as Urn of Shadows + Soul Ring. |  | Linkens Sphere is a descent counter to 90% of the spells casted on your carry, making them survive most stuns. This item is not as useful as Black King Bar, since any further spells within 20 seconds still effect you, but it does counter spells that can go through magic immunity. This is a great way to counter tough spells like Hex, Doom and Fiends Grip. |  | Armlet Of Mordiggian is a great fix for 475 hp on the spot, and if your carry is a strength hero, it will grant wonderful damage and attack speed bonuses. Using Armlet to survive big spams, or damage over time spells is a very simple and effective. This is a staple item for most strength carries, and late game replaced with Heart of Terrasque or Satanic. |  | Mask of Madness is not only a staple on any hero with a bash, but a wonderful asset to any hero that needs a quick ais fix. Getting this on Void, Slardar or Spirit Breaker ensures an instant kill on any victim. |  | Blademail may not seem too impressive at first, but is an epic counter to any big shot carries on the other team. Dealing 100% damage back to the target will instant kill annoying late game carries like Phantom Assassin, Ursa, and Spectre. |  | Black King Bar could save your life and redirect all spams from you to another target for a short period of time. This can allow you to easily walk into the enemy lines to cast a huge spell or just to escape a 4 hero gank against you. |  | Monkey King Bar is the single greatest item for late game carries. This not only nullifies enemy evasion skills and items, but has a built in mini stun to grant extra damage and destroy teleporters. This item should be a staple to any carry, especially if they are ranged. |  | Diffusal Blade is a great way to say "i rape everyone" without typing in game. Once you get this item, melee or ranged, you will notice your score start to even. Using the purge ability will allow you to chase fleeing heroes and slow down their carries. Comboing this item with Vladmirs Offering (Melee Heroes) will allow a way to get great lifesteal bonuses. |  | Radiance can knock the balance of the game right off its fulcrum. With this item, you can now solo waves easily, and farm at least 4x faster than without it. This item is staple on heroes that create illusions or benefit from creep bodies. This item works while you are invisible, and cancels sleep if you have a Bane Elemental on your team, so be cautious. |
 | Mid Lane Solo is a great spot for a carry hero to start their early game. This enables them to get maximum creep farm, given they are good at last hitting. Being able to control this lane is essential, since you neither want to feed their tower, or let your tower take too much damage. Mid lane tower is 80% more likely to be the first tower taken down of any tower, and 75% more likely to be ganked after an enemy gets a rune. so be cautious and watch for incoming heroes from top or bottom. Utilize the runes above and below you, purchase a bottle to assist with survivability and ganking after level 6. After your hero reaches a point where they can kill heroes on their own (Level 7-9 is a good estimate) then you would need to take the next step by getting your wingman to come assist with ganks. |
A wingman is the support party for a gank.
They will initiate the gank with a stun, slow or disable which shatters the enemies organization. Wingman gets its name from this support hero sticking with the carry at all times, to both initiate ganks and suppress counter ganks from using their stuns, slows or disables. Wingmen must be prepared at all times, thus being the one to purchase a chicken for themselves and their carry is a must. The biggest mistake a player can make as a wingman is to leave their support to go farm, since a proper wingman is able to survive only on bonus gold and exp. Getting the proper items and skills will not only keep the wingman in play all game, but help their carry get very descent farm mid game. Hero name
Gosu/Top/Mid/Shit Tier
Early Game efficiency %
Mid Game efficiency %
Late Game efficiency %
*efficiency as a wingman
Kunkka, Admiral
Mid Tier
Early Game: 48%
Mid Game: 71%
Late Game: 80% Rexxar,Beast Master
Top Tier
Early Game: 9%
Mid Game: 70%
Late Game: 85% Sven, Rogue Knight
Top Tier
Early Game: 70%
Mid Game: 85%
Late Game: 70% Raigor Stonehoof, Earthshaker
gosu Tier
Early Game: 80%
Mid Game: 80%
Late Game: 80% Razzil Darkbrew, Alchemist
Gosu Tier
Early Game: 90%
Mid Game: 91%
Late Game: 88% Cairne Bloodhoof, Tauren Chieftain
Top Tier
Early Game: 30%
Mid Game: 60%
Late Game: 77% Tiny, Stone Giant
Mid Tier
Early Game: 19%
Mid Game: 57%
Late Game: 42% Leviathan, Tide Hunter
Top Tier
Early Game: 23%
Mid Game: 79%
Late Game: 83% Rattletrap, Clockwerk Goblin
Mid Tier
Early Game: 67%
Mid Game: 70%
Late Game: 54% Akasha, Queen of Pain
Top Tier
Early Game: 30%
Mid Game: 81%
Late Game: 73% Crixalis, Sand King
Mid Tier
Early Game: 58%
Mid Game: 69%
Late Game: 77% Barathrum, Spirit Breaker
Shit Tier
Early Game: 12%
Mid Game: 47%
Late Game: 58% Nessaj, Chaos Knight
Top Tier
Early Game: 31%
Mid Game: 66%
Late Game: 82% Pudge, The Butcher
Mid Tier
Early Game: 51%
Mid Game: 87%
Late Game: 58% Shendelzare, Vengful Spirit
Gosu Tier
Early Game: 60%
Mid Game: 80%
Late Game: 88% Puck, Faerie Dragon
Shit Tier
Early Game: 13%
Mid Game: 37%
Late Game: 59% Lina Inerverse, Slayer
Top Tier
Early Game: 57%
Mid Game: 78%
Late Game: 71% Alleria, Windrunner
Mid Tier
Early Game: 23%
Mid Game: 58%
Late Game: 62% Atropos, Bane Elemental
Gosu Tier
Early Game: 83%
Mid Game: 89%
Late Game: 94% Ish'kafel, Dark Seer
Top Tier
Early Game: 49%
Mid Game: 63%
Late Game: 81% Rhasta, Shadow Shaman
Gosu Tier
Early Game: 91%
Mid Game: 98%
Late Game: 72% Jin'zakk, Batrider
Mid Tier
Early Game: 13%
Mid Game: 68%
Late Game: 72% Darchrow, Enigma
Gosu Tier
Early Game: 45%
Mid Game: 92%
Late Game: 96% Kel'thuzad, Lich
Top Tier
Early Game: 52%
Mid Game: 84%
Late Game: 85% Lion, Demon Witch
Gosu Tier
Early Game: 56%
Mid Game: 97%
Late Game: 91% Aggron Stonebreaker, Ogre Magi
Mid Tier
Early Game: 45%
Mid Game: 55%
Late Game: 65% Tormented Soul, Leshrac
Mid Tier
Early Game: 37%
Mid Game: 53%
Late Game: 68% Jakiro, Twin Headed Dragon
Shit Tier
Early Game: 25%
Mid Game: 61%
Late Game: 48% Rotunde'jere, Necrolyte
Gosu Tier
Early Game: 53%
Mid Game: 90%
Late Game: 92% Dazzle, Shadow Priest
Top Tier
Early Game: 54%
Mid Game: 78%
Late Game: 85% Vol'Jin, Witch Doctor
Top Tier
Early Game: 13%
Mid Game: 94%
Late Game: 71% Kaldr, Ancient Apparition
Gosu Tier
Early Game: 68%
Mid Game: 96%
Late Game: 94% | Soul Ring is a useful mana fix for quick spams or survival skills. Use wisely and don't overdue your fix, they 150 hp removal can add up if you do not have a way to regen the HP back. The greatest thing about Soul Ring is you can activate at full mana, and it work just the same. |  | Urn of Shadows is the single greatest item you can get with your carry, enabling you to continue a rampage of damage without having to retreat for healing. Using this with Soul Ring is a phenomenal way to ensure good game faster. Just stay in rage of each kill and use the charges as much as can, that includes healing your wingman. The best part is you can deal 200 dmg over 8 seconds, this will remove bottles, salves, and blink dagger at more than 800 range. |  | Arcane Boots is not an essential, unless you or your carry are starting to struggle mana with constant ganks. This item will not only increase the time you spend ganking mid game, but also provide a mana boost for final spams or for teleportation escapes. |  | Eul's Scepter of Divinity is a great all around item, allowing you and your carry to either chase down escaping heroes, or evade heavy spams when retreating. Its just a shame you can't target teammates with this item. |  | Force Staff is a very versatile and tricky to use properly, enabling you or your carry to escape faster or catch up to escaping heroes, or even move a cautious enemy into death range. |  | Guinsoo Sythe of the Vise is a good all around finishing item for any wingman, the Hex spell can turn an enemy carry into free feed all game. Not much to describe other than its expensive, and should not be rushed until other items were purchased beforehand. |  | Orchid Malevolence is a great item, easy to acquire with low costing components. It allows you to silence another hero, disabling their major spells. Good against windwalking heroes, and heroes with stuns. Not an essential, but very useful for easy kills as long as they are silenced. |  | Necronomicon is a great item if you are use to a bit of micro, it reveals invisible units, wards and mines. Great counter against a lot of enemy carries, and a greater counter to enemy map control. |
 | Going Top/Bottom with another Hero of any type will ensure an ok outcome, your hero should not waste the solo position or attempt solo neutral creeping if you are able to lane with another carry, or best of hero. Be prepared at all times and keep an eye on your enemies, get ready to time your spells since you are the one that starts the gank. Try your first gank of your lane level 3 and go for their lowest health hero or the one with least survivability. You have the abilities to get first blood, or let your carry get first blood and its a very wise decision to do so. The only issue is you will need to watch out for the forest areas behind and beside your hero, since they are ample ganking grounds against you. |
A Rambo is a solo agent bent on disrupting the enemy plans at all costs.
Suicidal at most, Rambo is an essential for turning around gameplay with quick thinking reaction and annoying tactics. A good rambo is a very disctracting rambo, and a gosu rambo is one that doest die easily. From backdooring, creep skipping, tower diving, neutral lurking, forest juking, mind games, hero stalking, playing janitor, and sneak attacks, a Rambo can shift the balance of a game dramatically if played correctly. The crucial step to playing a Rambo properly is to not be around your teammates, this will prevent them from getting targeted entirely. Rambos will also purchase items that increase survivability and mana regeneration. Hero name
Gosu/Top/Mid/Shit Tier
Early Game efficiency %
Mid Game efficiency %
Late Game efficiency %
*efficiency as a rambo
Mogul Khan, Axe
Gosu Tier
Early Game: 86%
Mid Game: 92%
Late Game: 94% Lanaya, Templar Assassin
Mid Tier
Early Game: 21%
Mid Game: 63%
Late Game: 89% Slithice, Naga Siren
Mid Tier
Early Game: 9%
Mid Game: 56%
Late Game: 78% Azwraith, Phantom Lancer
Top Tier
Early Game: 3%
Mid Game: 19%
Late Game: 94% Ulfsaar, Ursa Warrior
Top Tier
Early Game: 8%
Mid Game: 58%
Late Game: 93% Gondar, Bounty Hunter
Mid Tier
Early Game: 12%
Mid Game: 77%
Late Game: 81% Taxex, Drow Ranger
Mid Tier
Early Game: 32%
Mid Game: 36%
Late Game: 89% Darkterror, Faceless Void
Top Tier
Early Game: 6%
Mid Game: 71%
Late Game: 97% Meepo, Geomancer
Shit Tier
Early Game: 1%
Mid Game: 22%
Late Game: 86% Clinkz, Bone Fletcher
Top Tier
Early Game: 7%
Mid Game: 72%
Late Game: 89% Black Arachnia, Broodmother
Top Tier
Early Game: 67%
Mid Game: 73%
Late Game: 78% Anub'arak, Nerubian Assassin
Top Tier
Early Game: 8%
Mid Game: 92%
Late Game: 88% Raijin Thunderkeg, Storm Spirit
Gosu Tier
Early Game: 27%
Mid Game: 89%
Late Game: 98% Anub'seran, Nerubian weaver
Gosu Tier
Early Game: 87%
Mid Game: 89%
Late Game: 92% Mortred, Phantom Assassin
Mid Tier
Early Game: 10%
Mid Game: 41%
Late Game: 79% Ish'kafel, Dark Seer
Mid Tier
Early Game: 28%
Mid Game: 52%
Late Game: 74%[note=Krobelus, Death Prophet
Top Tier
Early Game: 71%
Mid Game: 86%
Late Game: 89%]  [note=Rigwarl, Bristleback
Top Tier
Early Game: 29%
Mid Game: 56%
Late Game: 90%]  [note=Rattletrap, Clockwerk Goblin
Mid Tier
Early Game: 9%
Mid Game: 40%
Late Game: 52%]  Bradwarden, Centaur Warchief
Top Tier
Early Game: 36%
Mid Game: 69%
Late Game: 88% | Ring of Health or even a few Ring of Regenerations will grant early game survivabilty for your hero, given you are going the route of Rambo. Being that as it may, health regen is a great asset for tanking incoming creep waves, also descent idea for more hp while juking in forested areas. |  | A bottle will work wonders, especially if you are using it with a crow. Its short burst of mana and health can turn a chase into a one way stomp. Its an effective and crucial tactic in early game mind games against one or many opponents, use with caution as the heals debuff with any incoming damage. |  | Magic stick and Magic Wand both provide an early game quick mana fix for last minute survivability. Using these only when they are full are a great way to get that last hit, and also great for getting away. The only drawback is when they become useless mid game. |  | Vanguard is not the item to get on every hero, but in the tough situations a rambo is faced with are specific for vanguard to work. In the conditions you place yourself in, no other item will work well than a vangaurd with its regen, hp bonus and chance to block damage, a strong tip would be finishing a vangaurd before finishing any boots combination. |  | Blademail may not seem too impressive at first, but is an epic counter to any big shot carries on the other team. Dealing 100% damage back to the target will instant kill annoying late game carries like Phantom Assassin, Ursa, and Spectre. |  | If your hero requires close range combat, or and escape ability then loathers is a great option for you. In fact most heroes work beyond well with one, enabling great ganks and annoying harassments as well as killing unsuspecting support heroes in the back. |  | Kelens Dagger is a very useful item for heroes that require close combat or close skill combos. The Dagger is is also useful as an escape tool, and can be utilized with Eul's Scepter of Divinity for quick combo. The only draw backs to dagger is the damage prevention which disallows you to blink after taking damage, and also when you cannot blink into unexplored areas. |
 | Going Mid with a rambo that is ranged, is only a descent choice if your carry is not going mid. You will get the farm you need to carry on later game, if your early game is not the greatest. Caution as the mid lane requires micro management of last hitting and bottling runes, this is not a lane for novice players. |  | Neutralling Level 1 is tricky, so be advised that you learn how to do it beforehand. Not all heroes can neutral level one, and the ones that do barely keep up with experience and gold unless they neutral stack and gank whenever possible. This strategy is only good until you feel confident enough to go rambo some enemies or take a lane yourself. |  | Going Top/Bottom with your hero is an average choice, if you are melee you are going to have a difficult time getting the last hits, but don't worry as most rambo heroes rely on exp rather than gold to get the kills. So stay in range of as many creep deaths as you can, race for the level 6 quickly so you can start your rambo rampage early as possible. |
A Tank is the first hero in, and the last hero standing in all situations.
They will attempt to get all the attention of the enemy at all times, and will tank everything they can and still survive the storm of spells, attacks and towers. A tank is great situational hero for lane pushes and counter pushing, but ganking is not a strong point for a tank. Most tanks will purchase items that further ensure their survival along with AOE buffs for allies. Tanks are great for soloing lanes, since they have the elements to survive easier and push lanes faster than most other heroes. Having a tank on your team means you and your carry are that much closer to taking Roshan out mid game. When your tank dies, so does your push. Hero name
Gosu/Top/Mid/Shit Tier
Early Game efficiency %
Mid Game efficiency %
Late Game efficiency %
*efficiency as a tank
Bradwarden, Centaur Cheiftain
Gosu Tier
Early Game: 56%
Mid Game: 93%
Late Game: 97% Dirge, Undying
Mid Tier
Early Game: 34%
Mid Game: 67%
Late Game: 73% Lucifer, Doombringer
Mid Tier
Early Game: 41%
Mid Game: 62%
Late Game: 84% Purist, Omniknight
Top Tier
Early Game: 32%
Mid Game: 86%
Late Game: 89% Magnix, Panadarian Brewmaster
Top Tier
Early Game: 23%
Mid Game: 73%
Late Game: 81% Pudge, The Butcher
Mid Tier
Early Game: 12%
Mid Game: 71%
Late Game: 70% King Leoric, Skeleton King
Gosu Tier
Early Game: 37%
Mid Game: 91%
Late Game: 96% Mogul Kahn, Axe
Gosu Tier
Early Game: 52%
Mid Game: 83%
Late Game: 96% Rooftrellen, Treeant
Top Tier
Early Game: 62%
Mid Game: 87%
Late Game: 89% Rigwarl, Bristleback
Top Tier
Early Game: 16%
Mid Game: 61%
Late Game: 84% Magnataur, Magnus
Mid Tier
Early Game: 34%
Mid Game: 67%
Late Game: 72% Knight Davion, Dragon Knight
Gosu Tier
Early Game: 52%
Mid Game: 87%
Late Game: 95% Ish'kafel, Dark Seer
Mid Tier
Early Game: 14%
Mid Game: 56%
Late Game: 73% Leviathan, Tide Hunter
Top Tier
Early Game: 61%
Mid Game: 84%
Late Game: 89% Sven, Rogue Knight
Top Tier
Early Game: 31%
Mid Game: 59%
Late Game: 70% | Vanguard is not the item to get on every hero, but in the tough situations a tank is faced with are specific for vanguard to work. In the conditions you place yourself in, no other item will work well than a vangaurd with its regen, hp bonus and chance to block damage, a strong tip would be finishing a vangaurd before finishing any boots combination. |  | Soul Ring is a useful mana fix for quick spams or survival skills. Use wisely and don't overdue your fix, they 150 hp removal can add up if you do not have a way to regen the HP back. The greatest thing about Soul Ring is you can activate at full mana, and it work just the same. |  | Urn of Shadows is the single greatest item you can get with your tank, enabling you to continue without having to retreat for healing. Using this with Soul Ring is a phenomenal way to ensure good game faster. |  | Heart of Terrasque is a wonderful late game item, it not only provides the best HP regen but health bonus and strength bonus, which are good for any hero. Having one of these ensures your survival chances increase tenfold. |  | Assault Cuirras is a great item to get with any tank, providing AOE bonus for you and your team, and helps with attack speed. |  | Armlet Of Mordiggian is a great fix for 475 hp on the spot, and if your carry is a strength hero, it will grant wonderful damage and attack speed bonuses. Using Armlet to survive big spams, or damage over time spells is a very simple and effective. This is a staple item for most strength carries, and late game replaced with Heart of Terrasque or Satanic. |  | Vladmirs Offering provides lifesteal, armor, mana regen and attack dmg bonuses to all allies on just one item. This is a staple on any tank melee hero. |  | Butterfly is a wonderful late game item for tanks, it provides damage evasion from the enemy carry and also increases chance of survival. having 30% evasion against a 150 dmg attacker is the same as having 100% evasion of 50 damage per attack, which is as good as 10 armor in most cases. |
 | Neutralling Level 1 is tricky, so be advised that you learn how to do it beforehand. Not all heroes can neutral level one, and the ones that do barely keep up with experience and gold unless they neutral stack and gank whenever possible. This strategy is only good until you feel confident enough to join the team or take a lane yourself. |  | Going Top/Bottom with your hero is an average choice, if you are melee you are going to have a difficult time getting the last hits, but don't worry as most tank heroes rely on exp rather than gold to get the kills. So stay in range of as many creep deaths as you can, race for the level 6 quickly so you can start your tanking as early as possible. |
A Support hero is feeble and easy prey, but provides a wonderful bonus to lane control.
They are not to be confused with Wingman heroes, they are not the same and the difference is not only major, but a mistake that leads many teams into a losing zone. Support heroes are useless on their own and too slow or awkward to gank with a carry early to mid game, but wonderful when with their team pushing a lane. They can provide much needed long range damage, slows, stuns, disables or vision. Support heroes are basically the bitch of the team, they buy the wards, the mana regen, the health regen and some AOE effects that can assist other heroes other than the support hero.  | Soul Ring is a useful mana fix for quick spams or survival skills. Use wisely and don't overdue your fix, they 150 hp removal can add up if you do not have a way to regen the HP back. The greatest thing about Soul Ring is you can activate at full mana, and it work just the same. |  | Urn of Shadows is the single greatest item you can get, using this with Soul Ring is a phenomenal way to ensure good game faster. Just stay in rage of each kill and use the charges as much as can, that includes healing your teammates. |  | Arcane Boots is not an essential, unless you are starting to struggle mana with constant ganks. This item will not only increase the time you spend ganking mid game, but also provide a mana boost for final spams or for teleportation escapes. |  | Eul's Scepter of Divinity is a great all around item, allowing you and your carry to either chase down escaping heroes, or evade heavy spams when retreating. Its just a shame you can't target teammates with this item. |  | Force Staff is a very versatile and tricky to use properly, enabling you or your carry to escape faster or catch up to escaping heroes, or even move a cautious enemy into death range. |  | Mekansm is a great overall item giving a quick heal to a large aoe around you. Great for pushing. |  | Guinsoo Sythe of the Vise is a good all around finishing item for any support, the Hex spell can turn an enemy carry into free feed all game. Not much to describe other than its expensive, and should not be rushed until other items were purchased beforehand. |  | Orchid Malevolence is a great item, easy to acquire with low costing components. It allows you to silence another hero, disabling their major spells. Good against windwalking heroes, and heroes with stuns. Not an essential, but very useful for easy kills as long as they are silenced. |  | Necronomicon is a great item if you are use to a bit of micro, it reveals invisible units, wards and mines. Great counter against a lot of enemy carries, and a greater counter to enemy map control. |
 | Mid Lane Solo is a great spot for a support hero to start their early game. This enables them to get maximum creep farm, given they are good at last hitting. Being able to control this lane is essential, since you neither want to feed their tower, or let your tower take too much damage. Mid lane tower is 80% more likely to be the first tower taken down of any tower, and 75% more likely to be ganked after an enemy gets a rune. so be cautious and watch for incoming heroes from top or bottom. Utilize the runes above and below you, purchase a bottle to assist with survivability and ganking after level 6. After your hero reaches a point where they can kill heroes on their own (Level 7-9 is a good estimate) then you would need to take the next step by getting your wingman to come assist with ganks. |  | Bottom/Top Lane with a support, wingman, or another hero in your forest able to come for assistance. Bottom/Top is a good spot for your early game support, since it provides descent forest cover for juking in the case of ganks and tower hugging to improve survivability. Using a bottle bottom/Top lane is not as effective as mid, but with a crow it can still be done. Setting up your first ganks bottom/Top once you reach level 6 is essential for your farming to continue uninterrupted, since the enemy will most likely not come back to your lane and go gank their own lane. |
A Pusher hero can solo neutrals early game, and massive tower push mid to late game.
They have one basic concept, and that is they are able to push a lane and take a tower in less than 30 seconds if uninterrupted. To play their hero properly they must manage their mana very carefully, a Pusher without mana is useless. These heroes are hard to take down, since most decent survivability and high damage spams and usually found with other heroes pushing a lane. Letting a Pusher get out of control is fatal to your game, since they have no issues with a non-stop push from tower to tower. Pushers are not entirely essential to gank with, but when left unattended they will wreck havoc. Hero name
Gosu/Top/Mid/Shit Tier
Early Game efficiency %
Mid Game efficiency %
Late Game efficiency %
*efficiency as a pusher
Crixalis, Sand King
Gosu Tier
Early Game: 19%
Mid Game: 82%
Late Game: 91% Luna Moonfang, Moon Rider
Top Tier
Early Game: 6%
Mid Game: 20%
Late Game: 91% Syllabear, Lone Druid
Mid Tier
Early Game: 8%
Mid Game: 62%
Late Game: 89% Black Arachnia, Broodmother
Gosu Tier
Early Game: 75%
Mid Game: 88%
Late Game: 94% Mogul Kahn, Axe
Gosu Tier
Early Game: 81%
Mid Game: 93%
Late Game: 94% Azgalor, Pit Lord
Gosu Tier
Early Game: 82%
Mid Game: 98%
Late Game: 99% Meepo, Geomancer
Top Tier
Early Game: 3%
Mid Game: 24%
Late Game: 90% Nevermore, Shadow Fiend
Top Tier
Early Game: 35%
Mid Game: 70%
Late Game: 86% Azwraith, Phantom Lancer
Mid Tier
Early Game: 4%
Mid Game: 19%
Late Game: 73% Dirge, Undying
Top Tier
Early Game: 50%
Mid Game: 78%
Late Game: 84% Lesale, Venomancer
Mid Tier
Early Game: 40%
Mid Game: 55%
Late Game: 62% Ezalor, Keeper of the Light
Gosu Tier
Early Game: 64%
Mid Game: 94%
Late Game: 93% Furion, Prophet
top Tier
Early Game: 37%
Mid Game: 72%
Late Game: 84% Squee Spleen & Spoon, Techies
Gosu Tier
Early Game: 77%
Mid Game: 93%
Late Game: 96% Boush, Tinker
Top Tier
Early Game: 11%
Mid Game: 56%
Late Game: 86% Dachrow, Enigma
Tier
Early Game: 15%
Mid Game: 62%
Late Game: 80% Pugna, Oblivion
Top Tier
Early Game: 50%
Mid Game: 82%
Late Game: 87% Krobelus, Death Prophet
Top Tier
Early Game: 34%
Mid Game: 86%
Late Game: 89% Ish'Kafel, Dark Seer
Top Tier
Early Game: 47%
Mid Game: 73%
Late Game: 81% Demnok Lannik, Warlock
Mid Tier
Early Game: 9%
Mid Game: 54%
Late Game: 73% Leshrac, Tormented Soul
Gosu Tier
Early Game: 78%
Mid Game: 92%
Late Game: 96% Chen, Holy Knight
Top Tier
Early Game: 12%
Mid Game: 93%
Late Game: 96% | Soul Ring is a useful mana fix for quick spams or survival skills. Use wisely and don't overdue your fix, they 150 hp removal can add up if you do not have a way to regen the HP back. The greatest thing about Soul Ring is you can activate at full mana, and it work just the same. |  | Urn of Shadows will allow you to stay in lane a lot longer, utilize with contant mana regeneration such as Arcane Boots or combo with Soul Ring. |  | Arcane Boots is not an essential, unless you are starting to struggle mana with constant ganks. This item will not only increase the time you spend ganking mid game, but also provide a mana boost for final spams or for teleportation escapes. |  | Force Staff is a very versatile and tricky to use properly, enabling you or your carry to escape faster or catch up to escaping heroes, or even move a cautious enemy into death range. |  | Necronomicon is a great item if you are use to a bit of micro, it reveals invisible units, wards and mines. Great counter against a lot of enemy carries, and a greater counter to enemy map control. |  | Boots of Travel not only allow you to quick escape from lane pushing, but allow you to switch between lanes constantly, making ganks less and less and capablility to push to the win a lot easier. |
 | Mid Lane is a great spot for a support hero to start their early game. This enables them to get maximum creep farm, given they are good at last hitting. Being able to control this lane is essential, since you neither want to feed their tower, or let your tower take too much damage. Mid lane tower is 80% more likely to be the first tower taken down of any tower, and 75% more likely to be ganked after an enemy gets a rune. so be cautious and watch for incoming heroes from top or bottom. Utilize the runes above and below you, purchase a bottle to assist with survivability and ganking after level 6. |
A Combo is a hero that can shift the battle to their favor instantly.
These heroes are more or less useless without their little combos, most of which require a way to enter the combat undetected to initiate the combo. Often enough their combo consists of alot of damage, in a large aoe if done correctly. These heroes have little to no survivability, and are easy prey early, and mid game if alone. The only flaw with these heroes would be their dependability for ally support, and early game farming to get a mid game build. They are strong with counter pushing and somewhat ganking, but most of all exceed at clearing the enemy team all at once. Hero name
Gosu/Top/Mid/Shit Tier
Early Game efficiency %
Mid Game efficiency %
Late Game efficiency %
*efficiency as a combo
Raigor, Earthshaker
Gosu Tier
Early Game: 19%
Mid Game: 89%
Late Game: 97% Crixalis, Sand King
top Tier
Early Game: 32%
Mid Game: 76%
Late Game: 84% Magnatuar, Magnus
Top Tier
Early Game: 31%
Mid Game: 74%
Late Game: 85% Nevermore, Shadow Fiend
Top Tier
Early Game: 50%
Mid Game: 75%
Late Game: 80% Tiny, Stone Giant
Top Tier
Early Game: 73%
Mid Game: 78%
Late Game: 75% Dachrow, Enigma
Top Tier
Early Game: 12%
Mid Game: 73%
Late Game: 84% Lesale, Venomancer
Top Tier
Early Game: 56%
Mid Game: 78%
Late Game: 81% Kel'thuzad, Lich
Top Tier
Early Game: 67%
Mid Game: 82%
Late Game: 88% Kael, Invoker
Gosu Tier
Early Game: 78%
Mid Game: 93%
Late Game: 95% Leshrac, Tormented Soul
Mid Tier
Early Game: 34%
Mid Game: 64%
Late Game: 78% Jakiro, Twin Headed Dragon
Mid Tier
Early Game: 44%
Mid Game: 58%
Late Game: 60% Vol'jin, Witch Doctor
Gosu Tier
Early Game: 79%
Mid Game: 93%
Late Game: 97% Aggron, Ogre Magi
Mid Tier
Early Game: 24%
Mid Game: 59%
Late Game: 69% Raylai, Chrystal Maiden
Top Tier
Early Game: 78%
Mid Game: 77%
Late Game: 76% Puck, Faerie Dragon
Mid Tier
Early Game: 27%
Mid Game: 48%
Late Game: 65% Kunkka, Admiral
Mid Tier
Early Game: 40%
Mid Game: 56%
Late Game: 59% Squee Spleen & Spleen, Goblin Techies
Top Tier
Early Game: 67%
Mid Game: 74%
Late Game: 82% Akasha, Queen of Pain
Mid Tier
Early Game: 51%
Mid Game: 68%
Late Game: 75% Rhasta, Shadow Shaman
top Tier
Early Game: 43%
Mid Game: 89%
Late Game: 84% Lina Inerverse, Slayer
Mid Tier
Early Game: 52%
Mid Game: 67%
Late Game: 71% Lion, Demon Witch
Mid Tier
Early Game: 57%
Mid Game: 71%
Late Game: 80% Atropos, Bane Elemental
Gosu Tier
Early Game: 89%
Mid Game: 92%
Late Game: 94% | Kelens Dagger is a very useful item for heroes that require close combat or close skill combos. The Dagger is is also useful as an escape tool, and can be utilized with Eul's Scepter of Divinity for quick combo. The only draw backs to dagger is the damage prevention which disallows you to blink after taking damage, and also when you cannot blink into unexplored areas. |  | Bottle is a good solo item, as long as you have a crow to utilize with it early game. Bottle provides a wonderful fix of health and mana, at any given 3 intervals. Ensures a longer time farming your lane if you can micro a crow with it. This item is still not as effective as Urn of Shadows + Soul Ring. |  | Vanguard is not the item to get on every hero. In the conditions you place yourself in, no other item will work well than a vangaurd with its regen, hp bonus and chance to block damage, a strong tip would be finishing a vangaurd before finishing any boots combination. |
 | Bottom/Top Lane with a support, wingman, or another hero in your forest able to come for assistance. Bottom/Top is a good spot for your early game support, since it provides descent forest cover for juking in the case of ganks and tower hugging to improve survivability. Using a bottle bottom/Top lane is not as effective as mid, but with a crow it can still be done. Setting up your first ganks bottom/Top once you reach level 6 is essential for your farming to continue uninterrupted, since the enemy will most likely not come back to your lane and go gank their own lane. |
 | Gank Styles |
A flanking gank is where you surround the enemy, blocking possible exits before hand. You can do this with other heroes, or trapping spells like Fissure and Stun Mine. This style of gank is most commonly used in pubs, where the player base has not any pre-meditated plans and attacks a single unit from all sides. It is effective against a single hero gank, and if the enemy did not place wards strategically to escape the gank. This gank can be performed with any combination of heroes, given you use at least 2 heroes to gank with. Make sure you know the exits they can go, and block those from passage. Position yourselves to block the exits. To counter this style of gank is simple, purchase wards and cover your exits. Make sure you can tell if they are coming ahead of time, communication with your team about missing enemies is vital. If you do get caught unsuspected, run away from their stun hero, if their stun hero hit you already, run past him. Buy yourself some time with breaking their vision through the Fog of War, and most importantly: Alert your teammates AS soon as you are being ganked, the sooner they know, the sooner they can come save you.
Baiting is where you let a hero on your team act vulnerable, by farming in lane alone, or by farming in forest where you are aware enemy wards are placed. Then, other members of your team are nearby awaiting their gank, to counter-gank instantly. It is a risky maneuver that often pays off. Using a hero that is ganked most often for this would be the best idea, they already presented themselves as an easy target, and it could attract less enemies to try and kill him. The last thing you would need is a prepared full team gank against you. Using the element of surprise is how you can catch them off guard, Heroes that can blink or stun from afar are primarily best with this. Be prepared for an AOE stun to help incase they come with more than 1 hero. Place the baiting hero in sight of the enemy, the hero doesn't need to be at full health, but needs to be vulnerable. Suggesting to place it past the river, in enemy territory. Have the other gankers hidden from view, but alert and ready for their heroes to come. Placing the gankers BEHIND the ganking team is best, taking their ranged supports out first. To counter this gank, simply do not act immediately. This gank is performed with plan in mind, and usually only seen by mid-top teir dota players. If you wait for 30 seconds before initating a gank on them, the enemy team might wander off in search of neutrals or extra gold. And if you desperately need to kill that hero, simply send 1 of your heroes in to bait them, and attack with the rest of your team when they attempt to kill your bait. Thats right, counter the Bait-Gank with your own Bait-Gank.
Ambush gank is very similar to the bait gank, instead it doesn't involve a live bait. Simply place your heroes in a forest, or hidden from view, then wait for an enemy to come wandering by. This can be useful when waiting at neutral zones for their carry to attempt farming, or for their team to counter push a large creep wave. The synergy is best with invis heroes, they can scout and initiate the attack. This type of gank is common within teams, and can actually win games if performed correctly. POTM or Rooftrellen's invis make this type of gank easy, with a full team invisible anyone is a target. Start the gank hidden completely, being seen once will cause them to flee and the gank a failure. Then have an invis hero start attacking the enemy, this scares them into escaping. When they run, they should run right into the rest of your team as long as you place them in the only place they can run to. There is not need to block all exits, as long as you can scare them into knowing the main one is fastest way home. To counter this gank is hard, unpredictable and usually late game. Travel in pairs late game, you should have done your solo farming early-mid game. Look for signs, such as the minimap with no enemies, a recently pushed against u tower and your teammate spotting a nearby enemy that cannot be verified.
To Blink gank is as simple as it sounds, 2 or more heroes blink in at the same time, one stuns the other deals the damage. This is relatively the easiest, and most common gank of all. Simply put, it is what the blink dagger was designed for (no longer escape!). You need two heroes, one with a stun, the other that can deal a lot of damage, most likely your wingman and carry. Have your damage dealer blink first, do a first attack. This hopefully will draw a stun from that hero. If that hero doesn't have a stun, then you both can blink simultaneously. Stun the enemy, the damage dealer is attacking or casting spells, hopefully that kills the enemy. You can also perform this with a multiple instance of stuns, simply chain stun and auto attack until they die. To counter this gank is impossible without wards, or split second blinking away yourself. Unless you have 4000 HP and can tank 3 minutes of an onslaught. Always carry a TP scroll with you if you know they are doing this styles of ganks, and when the mood is setting in, hide in local fog, and teleport back to safety.
A roshan gank is just as it sounds, ganking the enemy team while they are trying to kill Roshan. You will need at least 3 heroes to do this. Whenever an enemy team roshans, they want it done quick, or they want their carry to get a decent solo feed. Either way, it will take them less than 30 seconds to down roshan if they are above level 9. Take heed and ward roshans outer area, make sure you are ready to gank with at least 3 heroes, one with a stun. To gank effectively, bring some AOE with you. Spam all the AOE you can right at the start, Stuns, DoT, Slow, silence, ect. The next major thing most players do not do, bring your crow. The area in front of roshan as well as the hill to the right of roshan have vision blockers, bringing a crow with you will eliminate these odds from your enemies juking choices. Stun their carry and then focus their support, you should be able to kill the support hero before the stun ends on the carry, then simply surround the carry and kill. Watch for enemy AOE spells, spread yourselves out and never enter roshans cave. There is no exit inside that cave, if they turtle, that is ok. Focus next on the left over enemies that remain, DO NOT chase enemies past secret shop/river area. Let them walk back home. The the fun part, you get to kill roshan! To counter is to place wards outside roshan, or further depending on how much time u need to escape. If the enemy team does come, do not stay inside roshans cave, instead run back to the nearest forested area, or up the hill on the right. If you want to be strategic, leave 1 hero behind inside the cave, and when they come to check things out, ambush gank them. It is risky, but it could work. Otherwise, don't roshan unless you know you can get away with it uninterrupted.
To tower dive a gank is tricky, and can fail miserably if not done correctly. First thing you do is make sure you can survive 5-9 hits of a tower, if not, do not tower dive. 5-9 hits from a tower is generally 400-700 damage with 2 armor. And the second thing is to make sure you have a stun hero, do not start diving hoping to auto attack the kill. Have the hero with the most HP or armor (hopefully both) run in first, and take the initial damage from the tower. Next have the stun hero stun the enemy. Make sure you do at least 90% of this gank in clear view, you do not want to wander into a forest near the tower and get sucked in to a counter gank. After the stun, auto attack the enemy, if done early game, this gank should not take more than 20 seconds. The only placement issues with this gank are how and where you need to be when attacking or casting spells. Keep in mind, the tank goes in first, followed by the damage dealer/stunner. If the damage dealer/stunner casts his stun, make sure he casts it while NOT standing next to tower, this could agro the towers attacks. Next if you want maximum guaranteeing of the kill, have the tank stand in front of the forest juking area. This makes it impossible for the enemy hero to escape, most likely killing him. To counter this gank, listen to your team when they say missing, have wards placed directing outside your towers forested areas and check the enemy roster, if they have tanks and cocky players that dont mind suiciding to kill you, watch out for it. Try to stand around the tower, circle it get it to agro the enemy as much as possible. If you are too weak and slow for their advance, try juking into the forest area, bring a TP and teleport after they stun. You might die, but if you are aware ahead of time, you could save your life.
 | Glossary |
This section will be edited when people respond with questions about terminology. |
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