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Welcome to my guide about Advancing your game and teamplay. Everybody knows those pubs were you either get raped since your team lacks team play, their team has team play. You got extreme feeders on your side, or you're raping the enemy team and they all leave. You'll come to the conclusion that it’s more fun playing with friends. So you try to get your friends addicted most of your friends probably were/are already addicted.
You'll might even be considering starting your own "Clan". It’s a fact that team play encourages people to stay in the game, unless you’re playing on BNet and get kicked by the host for having team play -.-'. And most players feel joy when one of their plans have succeeded. Even an simple gank can give you joy in the game, an nice juke or just destroying that single tower. It is my belief and reality if you play with friends or clan mates you tend to create such events much more easily thus having more joy in the game.
This guide general focus is based to be a place where you have easy acces to a lot of information and specific parts. However I do expect you are a bit experienced in dota. This guide it's main focus is on People who feel like/just started to get their own clans. However even those who have a lot of competive experience might learn a few tricks reading this guide.
Click here for more
There are three lanes available in DotA per faction. Each lane has it's benefits and weaknesses.
Sentinel:
Top Lane (Short Lane):
Mid Lane:
Bottem Lane (Long Lane):
Scourge:
Top Lane (Long Lane):
Mid Lane:
Bottem Lane (Short Lane):
Last hitting: $
This means waiting with an attack just make sure you get the last hit on a creep. Most likely every guide will tell you this but its one of the most important things in DotA. But why is this so important only the last hit grants money other hits just do damage. Carry heroes or heavenly item dependant heroes should focus on last hitting during laning. Keep in mind Range heroes have missile speed, the closer you are towards a creep the shorter it will last for the attack to hit it.
Ways to do this:
Tricks:
Denying: !
This means waiting with your attack or just make sure you get the last on your own creeps so your enemies miss out on cash and experience. Most likely every guide will tell you this also but this one is also one of the most important things in DotA.
Ways to do this:
Some tricks:
Pushing and Pulling:
Laning is an equilibrium, if you slay a creep from your enemies(shown in at the right), your creeps will advance in the lane (pushing). If you slay a creep of your own the enemies’ creeps will advance in the lane (Pulling).
When to Push:
1. Wanting to destroy the enemies Towers.
2. Giving pressure on the enemy their lanes so they need to focus on maintaining those lanes.
3. Distraction.
4. Trying to force the enemy into a teamfight.
Advanced Trick: How to Get Towerfocus away from you:
When to Pull:
1. When having bad lane control
2. Being fragile to Ganks
3. To let your allies gank your enemies from behind and creating a longer path to chase your enemies.
4. To put up a Brutalpush since by pulling you gain more creeps on your lane which grants more EHP when pushing
Farming: $$$
Farming is the skill to earn money, creeps give 40-60 gold each, each kill on a enemy in a 1000 AoE gives you
(30+5*leveldeadhero) gold, and a herokill will give (CurrentStreakOfDyingHero+200+DyingHeroLevel*5) gold. Some heroes have easy farm due to Lots of AoE skills or high damage skills. Some heroes need more money to be effective than others for instance core items of naix approx 10k vs 2,6k for ES, however ES without a dagger is near useless lategame and should get that dagger asap even faster than Nai'x sometimes. Its a bad thing to farm steal from your carry and farming al day long if your team needs you. So make rules on whoem to have farmpriority. A supporting treant whoes farming like hell since he got nothing better to do. Like support his team for once. We've al seen it. When your having a team fight several heroes can give the enemy the finishing blow if you can leave the blow to a hero whoes more farmreliant leave the kill for him. But keep in mind a dead enemy is always better than a runner. But a Runner is better than a towerdive that ends up with you being killed.
When you're about to die, either spend your money on other items than you we're saving up for.
Skills that modify Gold gain:
Roshan:
When to kill roshan and when not to kill roshan, You could take him on before the game starts or when your team has just won a teamfight but does not have enough mana and hitpoints left to push a lane, but is capable of killing of roshan. You should not take on roshan if your team does not have a upperhand at the current situation, for instance your enemy has more dead heroes than your team. The enemy needs at least 2 heroes to defend their base so they also cannot join a fight at roshan. Take into heart as soon as you've killed of roshan the enemy will run towards Roshan tending to get some easy kills since your team will be exhausted fighting roshan. The carry gets the aegis or if he does not want it the hero who gets the most benefit from it. Aegis on meepo will rebirth him even if he dies due to a dead clone! However Cheese is good for burst regen on your carry as well, sometimes cheese is better for your carry since it enables him to dish out damage before his allies might have died. (Aegis has a respawn time for instance)
Notable:
Harassing:
Harassing is a way of achieving lane control, it mostly focuses on attacking your opponent every once in a while, some say never waste an attack so when you can't do a last hit or a deny do a harass. Though it takes decent skill to harass well and not missing out on last hits/denies. Anyway by harassing you make sure the enemy their health pools are low so they are forced to back off which grants you more lane control. Or since their health is low they are fragile for a nuke and will die.
Ranged vs Ranged
Ranged vs Melee
Melee vs Ranged
Melee vs Melee
Orbwalking:
A common missconception with orbwalking is that it is the same as kiting and shadowwalking. However, orbwalking consists solely on attacking with a manual casted orb,
so that you won't draw creep aggro (aka, the creeps won't attack you after you manually cast an orb).







Shadowwalking:
This is basically maximizing the amount of attacks you can do, also known as animation canceling. As soon as a Ranged hero has released it's projectile take a step aside and launch a new attack by doing this you can. For instance take Magina, his entire attack animation is spin hit and a pirouette, if you don't do the pirouette you would save up time for another attack. Some ways to do this is either hitting a move/hold command order spin hit move/hold since this cancels out the rest of the animation.
Kiting:
This is basically making sure you enemy is under a constant effect of your negative debuff. So lets say Drow her frost arrows last 5seconds, by hitting your enemie once every 5 seconds they'll be permanently slowed.






(from level 2 QuilBoar Can Kite)
(from level 3 Bear Can Kite)Creep/Hero Blocking:
Most people know how to block creeps, however i find that many people lack to use the same skill to block enemy heroes.
Movement Speed, Turn Rate are the two factors other than collision size (Only Morphed Lycan, Naga got 8, While Morphed TB has 22) All the other hero models have 24 colision size.
When using your model to block enemy heroes you grant your allies or even yourself additional time to have cooldowns wear of or just dishing some additional damage in order to kill them. But also when your enemy are after your allie you can jump in between so your allie gets adittional time to escape, or just some aditional regen in order to cast that spell or even dodge one.
Some tricks are shown in the video below
Fear:
Fear is something that is gotten by strong gankers, or by counterwarding at the right moments. Your opponents cannot tell what you're planning to do and thus they can't take certain risks. When having fearsome roamers like Lion Sven they need to take that into account and will need to play more defensive or suffer the results. Globals like Zeus' Thundergod's Wrath Spectre's Haunt Silencer's Global Silence or even Troll's Battle Trance they can't take certain risks. Since the guy you we're planning to gank might get his allied specre near him at any moment and countergank you. When an opponent fears you abuse it the best you can. For instance A very mean trick Replicate an enemy hero send that replication near a different lane where Keeper of the Light is farming. From the one to the second moment Keeper of the light can recall an ally and Morphling can replicate and thus change a 1 hero lane to a 3 hero lane for a suprise push or a suprise gank. Even when your gankers might fail a gank they will accept your presence and will have lost health and mana and thus resulting in a loss of lane control.
Killing:
When you have the opportunity to take out your opponent it grants you experience and gold which benefits your team. If you almost kill them they need to move to their base, this way they miss out on gold and experience and besides they loose lane control since if one of the two is regenerating at the base you have an advantage in that lane, which also benefits your team. However if your lane-nemesis are basically having all the control in the lane lay back and just drag experience and ask if the rest of the team can come to gank them. It’s better to lay back and just receive some experience and some gold, then taking risks and end up dead this way you'll miss out even more gold and experience. You've probably heard that it is a SIN to spell farm, however you're not going to use that mana for anything else since you won't get the chance just keep enough mana to use it as an escape or an assist nuke, but you can use the other mana to do some spell farming to get at least some gold. Timing and communication is essential since if you lack this you might waste disables. For instance Leoric uses hellfire blast at the same time Sven uses his storm bolt on the same hero you miss out 2 seconds of stuns now your enemy might get away since you have 2 seconds less of Slicing them to tiny parts. This is even more important when use a duo-hero-combo like Crixalis and Lesrac if Crixalis won't tell what he's gonna do lesrac can't abuse the time give by Crixalis to use his follow-up stun accordingly. Overstunning/disable is wasting of capabilities. However throwing a storm bolt after an enemy who's on the run just to finish those last hit points isn't a waste but you'll most likely get my point. Don't forgot to estimate their return and call that they are missing
Ganking
Ganking(=Go And Kill), basically means an organized kill on someone, trapping is a way to lure the enemy out with baithero's to the place where your team most likely has an advantage. Though running out of the woods and disabling the enemy long enough in order to kill them is also a way of ganking. The difference between a fail gank and a good gank is coordination, in a very short matter of time you'd have to suprise buttsex your target with full power in order to have a clean and sweet gank. For a good gank you only have a very short and limited amount of time, around 3 seconds to get away since it takes his allies 3 seconds to teleport in.
Advanced Tips and Tricks:
1. Make sure you know what spells you can throw
2. Plan an escaperoute before entering
3. Carry a Teleport Scroll for emergency escapes
4. Check the health/manapool of allies nearby so you know if they are able to back you up.
5. Check the amount of enemies than can teleport to come and save their ally.
6. Cut of their exits.
7. Backstab Suprise Backstab when Possible
8. Chaos is your friend not your enemy abuse it
9. When being invisble always(except for blinkers) deal 1 hit first before you cast a spell or a disable, since that single attack might be the difference between a kill or a failed gank. This also prevent nuking the shit out of image's.
How to Gank
1. Always Backstab.
2. Timing is Essential.
3. Always Shadowwalk all of you ranged attacks to maximize damage output.
4. Do not overlap disables unless it's a gank on a blinker though even than try to minimalize the overlapping time.
5. Hide in the fog.
Below is an image with the basic posistioning when ganking.
How to CounterGank
"Help guys i'm getting ganked" or the more classic "Noobteam doesn't help me" are some phrases I think everyone will have seen in their dota careers. What to when an allie is getting ganked?
Is it getting ganked near a tower? Yes, teleport to that tower and render the enemy unable to rape your allie and get in safety. It doesn't look to bad on your side? Try to take out a few of your enemies instead. Hmm it looks even worse than expected, run for it. No way i'm getting away alive even with my superb juking skills. Always "Die Smiling" or in other words try to take down as much enemies as possible along with you to "The holy fields of respawning Time" But who shall we take along? The ones that die the easiest. But Rylai and Phantom Assasin both die easely... Use your common sense and fuck up their lategame. What will be the biggest threat to your team.
What to do when an allie gets ganked but isn't near a tower, teleport to the closest tower(Creep when having BoT) and walk up to him and try to save his arse. No way you'll be there in time? Abuse the moment when 4 of your enemies are ganking your allie Pressure their lanes, or even better Kill their allie, since they are busy they will have to choose between ganking or counterganking. If they choose to countergank the chances of your allie surviving improve. Do they not want to lose their tower his chances of surviving increase etc. you'll problably get my drift now. Some allies just can't be saved try to abuse the time given by his/hers death not to be wasted so it's death wasn't totally in vain. Think ahead how many of you are needed in order to turn the tides don't go helping him if you need 2 guys to save his butt but you can only spare one. Than he's already death rather have a single death than a double death on your team.
Advanced Tips and Tricks for CounterGanking:
1. Teleport to an Allie that gets ganked when your uber ultimate is up to save his arse and even being able to get manage some kills on the opposing team.
2. Block your enemies from touching your allie to make sure it gets a save exit.
3. Juke the Shit out of them.
4. Abuse the tower and your creeps.
5. Ward
6. Grant Sight with skills (Rattletraps Rocket, Shendelzares Howl of Terror, Zeus' Thundergod Wrath etc.)
7. Make them Fear a Counter Gank so they back off.
8. Abuse the moment (Silver Knight Tactic) Basicly Push two towers while your allie keeps them busy (even if he/she dies his death gave your team a big advantage.)) by Pressuring a different lane they have to decide do they want the kill, do they want to save their allie or do they want to defend their tower?
Runewhoring:
There are 2 rune spawns in the DotA map located in the river, these runes spawn exactly every two minutes either(O:00/2:00/4:00 etc) at either the upper or the lower rune spawn. When the rune isn't picked the last 2 minutes it will spawn on the other spawn, however if neither rune was picked there will be no new spawn. Getting these runes is called Runewhoring, there are 5 different types of runes the Double Damage Rune which double your base attack for some time, the Invisibility rune which makes you invisible for some time or untill broken, the regeneration rune which regenerates mana and health for some time or is dispelled by an enemy attack, the haste rune which gives you max movement speed of 522 for some time and the last rune is the illusion rune which creates 2 illusions (which can be used as a diversion or creating chaos). Though this is not the most important part of Runewhoring. When you buy a bottle you can obtain an rune inside of it and by doing this the bottle gets the rune charge and its refilled again. Which gives you a large advantage. Rune-whoring is mostly done by the heroes that are laning in the middle lane, since they have the shortest walk to them and if there's a good Rune for your hero you can use it to gank the lane close by so top rune spawn will most likely end up with a gank on the top lane, and a rune found at the lower rune spawn will most likely be use for a gank at low lane.
The runes:
On activation you hero's base damage gets double for a duration of 45s.
Uses:
On activation your hero generates 100 hp and 67 mp for a duration of 30s or until your hero takes damage.
Uses:
On activation it generates 2 Mirror Images of your hero that take 300% damage and deal 35% damage they last 75s.
Uses:
On activation turns your hero invisible for 45seconds (WARNING: 2s second fading time)
Uses:
On activation your hero gains the maximum movement speed of 522 for 30s
Uses:
Junglers:
Junglers are divided into three groups any hero is able to gain experience in the jungle however some heroes are able to jungle a LOT faster than others so choose wisely.
1. AoE Junglers
The first class of heroes are the ones who have AoE skills and with those they are able to take out several neutrals at the same time. Some are a bit harder and require a bit more skill for instance some need to keep running Around while Spamming like BristleBack, others need to stay close and tank the creeps Like Axe and Dark Seer. Heroes who are members of this group: Axe (Counter-Helix), Darkseer (Ion Shell), Centaur (Return), Techies (Landmines), BristleBack (Quill Spray), Juggernaut (Bladefury), Tidehunter (Anchor Smash).
Tricks:
Attack some of the stronger creeps camps from cliffs by doing this you can kill them without taking damage
Some creep camps can be pulled towards the lanes to have your allied creeps tank the damage, does also work with enemy creeps though
Stack some creeps and take them on all at once this way you can maximize the amount of damage you can do with your AoE skills. But do not stack to much creeps since they might kill you.
2. Summoner Junglers
The second class of heroes are the ones who have images or Summons who can tank the damage and deal damage and can due to this way Jungle since they will take minimum damage themselves. Keep a good look on which summon/image tanks and pull it back right before it would die this way it will remain dealing damage but it will not be able to tank anymore, this is very important to maximize damage output to jungle the fastest you can. Heroes like: Enigma (Demonic Conversion), Syllabear (Pet Bear), Chen (Holy Persuasion), Lycan (Wolves), Enchantres (Enchant), Brood (Spiderlings), Naga Siren (Mirror Images), Furion (Treants), TerrorBlade (Conjure Image), are members of this group.
3. Passive Junglers
These heroes can tank them due to a way of massive damage or either autolifesteal. Since they need to tank a lot its preferred by many to get some poor man shields/stouts and a QB will help a lot in cutting trees to minimize movement and helping in damage output since you'll be fighting creeps all the time.
Ursa (Furyswipes+Overpower), Troll Warlord (Bash + Fervor), Leoric (Vampiric Aura), Naix (Lifesteal), Strygwyr (Bloodbath)
Creep pulls can be done, when the one in the lane you're suppose to be laning with, can handle it, since you do not want your lane to be pushed.
Advanced jungling Vid how to Choke Point Jungle Especially interesting for the Passive Junglers.
Jungling grants additional experience in total on top of the normal experience gained in the lanes, so by having 1 or 2 jungle heroes the other three heroes will be able to gain all the experience available in the lanes. It's good to jungle when you have strong solo lanes, junglers also provide a good amount of Fear on the lane and grant lane control to that soloing hero due to the fact you know it will try to gank your enemies and so do your enemies. Your opponents are either taking risks if they play agresive or they might end up death. Also when a lot of enemy heroes are missing and roaming you most likely don't want to show up on their radar so the jungle is a somewhat more save place to gain gold and experience. Some heroes aren't able to jungle from level one but after a few levels they are most able to Jungle, for instance Fuzzy can jungle from level one but laning untill level 3hree will speed him up a lot. Besides this creep pulls will be necessary by most junglers to be able to jungle effectively which also makes a difference in the lane control. So gank once in a while in the lane you should be laning if you wouldn't jungle to even out the fact that your missing in the lane. Click here for more or Click here for advanced Jungling
I've ordered the heroes in jungle speed from the fastest first and the slowest last. (This is just average)
Creep pulling:
This is the basic idea of getting creeps from either lanes into the jungle to let them tank the damage done by neutrals. When the lane is pushed to much forward you could try to drag your own creeps towards the jungle creeps to make them fight, or vice versa. However if your opponent has to much pressure you can also try to lure their creeps to the jungle creeps however this is always tricky. Proper jungling will require a creep pull especially in the first 5 minutes of the game. If you want to push the enemies tower fast and do not want to have to worry about their creeps lure their creeps to the creep camps. However by taking your enemies creeps they will see you so it's risky but it does have great benefits since it grants a lot of experience and gold. Though your allie doesn't benefit from this since he/she will miss out on that gold and experience. (So no retarded Axe farming creeps behind the enemy tower tricks)
Also by pulling your creeps into the jungle your enemies will lose on experience and gold since you'll try to get those creeps killed in the jungle, and guess what your enemies aren't in the AoE to get experience and gold from them. You can creeppull your opponents creep for imba expierence however they can see you. So it's a bit dangerous.
Advanced jungling Vid Below shows how to do this.
Creep stacking:
Some carry's have splash damage and can easily take out several creeps at the same time during the laningphase, but no one can take them out before ten minutes or so but they respawn each 1:00 minute, (with an exception of the first creepspawn at 0:30) so you could stack them up by 10 times. Why waste cash and experience? Support heroes could try to stack ancients of creeps and let them be killed later on by their teams carry. You could also stack those creeps with an dominated creep. Example DK/Luna/Templar/Sven can make good use of stacked creeps. There are also heroes that jungle better when they've stacked creeps for instance Axe, Dark Seer. Stacking creeps and ancients for Carry's takes some time to do, and there's always the risk the enemy finds them however it can be a good thing to do. Alchemist gets a special mention this one of the few heroes who greatly benefit from a creepstack since his Goblin Greed grants him a lot of additional money. Personally i prefer a level 1 creep camp since with his acid spray he can farm that entire stack quite fast. Not all creep camps require a pull at X:52, some can be pulled at 54 (scourge ancients) some can be pulled at 58 (sent camp next to lane, eat one of the upper trees).
This Chart shows the times when to pull the creeps to the lane(Red) or pull them from their camps to stack them (Blue)
Shown in the Video below
Hints about Jungling:
1. Sometimes your enemy wards your jungle so they will know when you're at low hp, and might come to hunt you down.
2. Sometimes your enemy wards block your neutrals from spawning counterward at such moments in such a way that the neutrals aren't blocked from spawning by your own wards.
3. In the early levels it's a good thing on some heroes to suicide on neutrals while jungle for a quick fountain trip for regeneration, make sure you've spend your money before doing so.
Misc guide Author: Lycan
Map Vers.: 6.65
Forming and Becoming a Pack 1
Advancing your: "Lane Control"
Last Comment:24/01/2013
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