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*Author's Notes
I am back, after a few months of... not doing anything related to guides since the last time I got that Boots guide published. Hell, I even had Lapis updating the old guides for me. However, I am now back with a plethora of new projects. The first one would be the revamp of a once notorious guide King of Solo Mid that actually never went published. This guide has the idea from that one, but it is in no way a rewrite of erednay's work (although credits is due where credits is due)


*Guide's Aim
Help people be better at solo mid. It is a rather sad fact that most solo mids I face in pubs (since competitive player wouldn't look at this guide for whatever reasons needed for them to get better at this role) are well, Bottle first in DotA and can't hope to lower my win rate in Dota 2. All of these are extremely depressing to see and have on my team (remember "solo mid or I feed"?). I am also an almost exclusive solo mid player, and thus I can say that if there is any laning position I should be writing guides about it is this one.



Yes, the basis of all DotA games, heroes. You are nothing without your hero (screw you Chen). When you are solo mid, there are a lot of factors you have to consider, but the one thing is though,what hero are you going to pick?
Now, some heroes are decent at soloing some of the time against some percent of the dota population against some of the DotA heroes. I'm sorry but picking those heroes would not guarantee you the win. You would have to resort hero counters some time if you want to pull off the win. Of course there's nothing really stopping you from picking just whatever the hell hero you want and go to mid and expect to do... something, but then again if you choose that you wouldn't need a guide to tell you that now would you?


Here I would judge the most common solo mid heroes based on certain qualifications and a brief explanation of how they work and who they would work against. The criteria are set to none - bad - decent - good:
*Ranged
*Nuking capabilities
*EHP
*Last hitting capabilities
*Anti-harass capabilities
*Self-sufficiency
*Disables
*Ability to retaliate against ganks
*Ability to co-operate with ganks
*Rune control
The more of these criteria a hero meets, the better he will be at solo-ing

Now I'm going through the hero who most commonly solo middle in a higher-tier game. You have to note the word "common", mainly because there are heroes that can solo well, but I don't list because they're better off else where. You have to realize how this list isn't that much for best solos, but rather the best heroes to put into the solo mid position. I do not divide them by any particular order and I would never, so please don't ask. All of this expecting you already know what the hero's basics are. Note that my criteria work for level 5 downwards only, thus not accounting ultimate except Invoker.





*Ranged: None
*Nuking capabilities: Decent
*EHP: Good
*Last hitting capabilities: Good
*Anti-harass capabilities: Decent
*Self-sufficiency: None
*Disables: None until 6
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Decent
*Rune control: Good




*Ranged: None
*Nuking capabilities: Decent
*EHP: Decent
*Last hitting capabilities: Good
*Anti-harass capabilities: Bad
*Self-sufficiency: None
*Disables: Bad
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Bad
*Rune control: Bad




*Ranged: None
*Nuking capabilities: Bad
*EHP: Bad
*Last hitting capabilities: Decent
*Anti-harass capabilities: Bad
*Self-sufficiency: None
*Disables: Bad
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Good
*Rune control: Bad




*Ranged: None
*Nuking capabilities: Decent
*EHP: Good
*Last hitting capabilities: Decent
*Anti-harass capabilities: Bad
*Self-sufficiency: Good
*Disables: Decent
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Good
*Rune control: Bad




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: Bad
*Last hitting capabilities: Good
*Anti-harass capabilities: Good
*Self-sufficiency: Good
*Disables: Bad
*Ability to retaliate against ganks: Good
*Ability to co-operate with ganks: Decent
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Bad
*Ability to retaliate against ganks: None
*Ability to co-operate with ganks: Decent
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Bad
*EHP: Good
*Last hitting capabilities: Decent
*Anti-harass capabilities: Decent
*Self-sufficiency: None
*Disables: None
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Bad
*Rune control: None




*Ranged: No
*Nuking capabilities: Bad
*EHP: Bad
*Last hitting capabilities: Bad
*Anti-harass capabilities: Bad
*Self-sufficiency: None
*Disables: Bad
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Decent
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: Decent
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: None
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Decent
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Bad
*Self-sufficiency: None
*Disables: Bad
*Ability to retaliate against ganks: None
*Ability to co-operate with ganks: Bad
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: Decent
*Last hitting capabilities: Good
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Good
*Rune control: Bad




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Decent
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Good
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Bad
*EHP: None
*Last hitting capabilities: Bad
*Anti-harass capabilities: Bad
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Good
*Ability to co-operate with ganks: Bad
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Good
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Decent
*Self-sufficiency: None
*Disables: None
*Ability to retaliate against ganks: None
*Ability to co-operate with ganks: Decent
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Good
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Decent
*Self-sufficiency: None
*Disables: Good
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Good
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Good
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Decent
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Good
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Good
*EHP: Bad
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Good
*Rune control: Decent




*Ranged: No
*Nuking capabilities: Bad
*EHP: Good
*Last hitting capabilities: Decent
*Anti-harass capabilities: None
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Decent
*Rune control: None




*Ranged: No
*Nuking capabilities: Bad
*EHP: Bad
*Last hitting capabilities: Bad
*Anti-harass capabilities: None
*Self-sufficiency: None
*Disables: Bad
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Decent
*Rune control: None




*Ranged: No
*Nuking capabilities: Bad
*EHP: Decent
*Last hitting capabilities: Good
*Anti-harass capabilities: None
*Self-sufficiency: Good
*Disables: Bad
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Bad
*Rune control: None




*Ranged: No
*Nuking capabilities: Decent
*EHP: Decent
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Decent
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Good
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Decent
*Self-sufficiency: None
*Disables: None
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Good
*Rune control: None




*Ranged: Yes
*Nuking capabilities: None
*EHP: Bad
*Last hitting capabilities: Good
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Good
*Rune control: Bad




*Ranged: No
*Nuking capabilities: Bad
*EHP: Decent
*Last hitting capabilities: Bad
*Anti-harass capabilities: Decent
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Bad
*Rune control: Bad




*Ranged: Yes
*Nuking capabilities: Good
*EHP: Good
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: Good
*Disables: Decent
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Decent
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Good
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Bad
*Self-sufficiency: None
*Disables: Bad
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Decent
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Good
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Good
*Ability to retaliate against ganks: Good
*Ability to co-operate with ganks: Good
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Good
*EHP: Decent
*Last hitting capabilities: Decent
*Anti-harass capabilities: Bad
*Self-sufficiency: Good
*Disables: Decent
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Decent
*Rune control: Bad




*Ranged: Yes
*Nuking capabilities: Good
*EHP: None
*Last hitting capabilities: Good
*Anti-harass capabilities: Bad
*Self-sufficiency: None
*Disables: Bad
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Decent
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: None
*Last hitting capabilities: Good
*Anti-harass capabilities: Good
*Self-sufficiency: Decent
*Disables: Bad
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Bad
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Good
*EHP: None
*Last hitting capabilities: Good
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Good
*Ability to co-operate with ganks: Good
*Rune control: Good




*Ranged: Yes
*Nuking capabilities: Bad
*EHP: Good
*Last hitting capabilities: Good
*Anti-harass capabilities: Good
*Self-sufficiency: Good
*Disables: None
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Bad
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Good
*EHP: Bad
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Good
*Ability to co-operate with ganks: Good
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Good
*EHP: Decent
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Decent
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: Decent
*Last hitting capabilities: Good
*Anti-harass capabilities: Good
*Self-sufficiency: Decent
*Disables: Decent
*Ability to retaliate against ganks: Decent
*Ability to co-operate with ganks: Good
*Rune control: None




*Ranged: Yes
*Nuking capabilities: Good
*EHP: Good
*Last hitting capabilities: Good
*Anti-harass capabilities: Good
*Self-sufficiency: Good
*Disables: Good
*Ability to retaliate against ganks: Good
*Ability to co-operate with ganks: Good
*Rune control: Decent




*Ranged: Yes
*Nuking capabilities: Decent
*EHP: None
*Last hitting capabilities: Decent
*Anti-harass capabilities: Good
*Self-sufficiency: None
*Disables: Decent
*Ability to retaliate against ganks: Bad
*Ability to co-operate with ganks: Good
*Rune control: None



Items are up next, since those are clearly what you equip your heroes with. Now whether you've noticed or not, going mid (especially solo) warrants different item builds than side lanes. Because:
*You don't have access to the secret shops/side shops as fast (except for Scourge) mid laner with a tree-chopping device
*You are closest (on average) to the fountain, thus making trips of courier or yourself from base to the mid lane is short compared to bottom or top. This also means that the creeps on your lane reach the opponent's faster.
*You have equal access to all the runes
*Where you are can be accessed from all sides.
*Where the creeps met is equally close to your tower as your opponents (on average)

Regardless, there are basic item schemes that one should mostly (remember, mostly) be standard. Obviously this should also varies upon the start of the game, judging from your and your opponent's team composition. Here are some general guidelines:


Items at the start



Cheap stats items, with you anytime, anywhere. These are usually the foundation of your conquest of the mid lane. They are chosen because they are cheap, effective at early game where slots don't matter that much, and their effects can match up to the early levels of the spells being thrown about. Now, I almost always grab stats, but what I get depends on what I think I'll need. Say, if I'm playing Lion and want to focus on heavy lane control and keeping the opponent down, I'd focus on Mantles, in order to make the most mileage out of my early game mana and damage, and since I have a disable I can be aggressive and not worry about my health so much, or should there be situations when those little tid bits of strs wouldn't have mattered regardless. It's about reading yourself and your opposition. Since you are mid-laning, you should always try to predict what hero your opponent's getting, and how to imply your superiority over that hero, if you have a distinct advantage, or retract from dying and getting acceptable results only, should the situation is reversed. As I always say, being predictable is probably the last thing you'd want to do. Stats are, of course, permanent items and stick with you after purchase, so you should not have much problem with their usage in general.



Regeneration items are also of important, although the quantity of them that you bring is mostly up to personal standards. If you're looking to frequently trade hits with enemy heroes, then perhaps Tangos are of better choice. If you are some with good range and an escape mechanism, then Salve might be superior. Clarity should only be bought at the start if you're aiming for heavy spell spamming. Since you're mid, you usually are someone who would require exp and not spam your spells so much, then clarities might become a waste. A Zeus would do fine with a rushed bottle (not purchased first hand) than a clarity. It also depends on how you want to handle your mana, since it's a pretty expendable and easily managed resource.



A courier for the mid lane is CRUCIAL if you're planning on heading out. Check your gold and always spare the cash to buy the chicken, if your team is being dickheads and not getting you one. To quote:
Quote:
Originally Posted by Erednay
You cannot honestly expect to solo a lane without a chicken. That's like boxing with giant fluff balls on. It's ineffective and stupid.


Wards are, usually, not really your range of must-get items, but they are rather popular. Planting them on places to spy on your opponent as well as rune spots would give you direct vision (although not true vision, as buying 2 set of wards then heading out is stupid), preventing you from falling to non-smoke ganks and generally have a better idea of what the opponent's trying to do. Be informative is mostly the point, as a ward uphill helps many, many heroes. Sentry Ward is only to be bought when you think you'll face Brood, or when you're Brood and think they'll buy Sentries to counter your lane. It's extremely arbitrary and should be avoided, however.



Permanent items like these are usually only fit for a specific group of heroes, and should only pick up one of these to suit their needs. All of these are cute, but be sure to not blow your money off on them, because they aren't quite cost effective at this stage of the game, unless you are planning to upgrade them really soon.



Midas first? Otherwise fuck you.

Remember, you are NOT required to spend all of your money prior to heading out. In fact, I almost NEVER do this, instead settling with cheap stats items and a set of regeneration, and aim for bigger items right off the bat.

Items to ferry out

These items' hotkey should be memorized for quick access, since one of the things I hate most is having to move my mouse to access the shops and buy its item while my hero basically afks. It wastes time, and time is more gold.



[S]
Yes, Boots, usually one's bread-and-butter item, should be the first one to be brought out. Now, unless you've burned off all your regeneration, Boots is a priority in a lane that you're either doing normally or great, since it adds a lot of advantage to your mobility in general and the ability to simply out speed the opposition at some point. It should be added to your inventory ~ 1 minute, really, it's not that expensive.



[B]
Bottle is either my first or second choice of items to get. It gives you a lot of immediate regeneration, and quick as well. This is prioritized over boots if you've burned your other regen items in the early of the match (and hopefully not dying) to instantly refill your needs. It also offers the ability to store runes, which boots will ironically help you control better. Regardless, bottle is excellent for those in need, even though this might not always be true, it is most of the time. If you find yourself short on health ONLY if you're not mana intensive, then you might opt for Salve [V] instead to simply fill up your needs, considering you're not getting anything from the mana regeneration, and Salve + Boots costs as much as a Bottle anyways.



AA or S
Only buy this if it's an upgrade from items you previously owned at the start of the match. It helps melee heroes immensely (sometimes ranged Agis all the same) against creep attacks and random harass. It should ONLY be bought for that however, and usually is the first item to come out if you haven't burned through regen yet but is constantly being poked.




These, in turn, should also only be bought for the upgrading items you've previously acquired, but is different from PMS in a way that it beefs you up generally instead of defensively. It is also one of the quick routes to ensure you're ready to aim for really big item rush right after the laning phase.



Tranquill Boots is in a league of its own, considering how powerful the regeneration it provides is, the free bonus ms that defies explanation, and the easily and cheap build up. You can get this almost immediately around ~2 mins if you're actively saving your cash. Actually, here

Quote:
Originally Posted by Kris
First lets examine what is possibly the most relevant components of TB. The combination of a constant HP Regeneration of 3 HP/S and the Rejuvenate active. Rejuvenate restores 170 HP over a 10 second period. It responds to hostile damage similarly to Urn of Shadows. The cooldown is also 40 seconds and the manacost is only 25. It isn't unrealistic to expect to use Rejuvenate every time it is off cooldown unless you are already full on HP or very choked up on mana. The resultant regeneration from Rejuvenate is 4.25 HP/s at a cost of 0.625 MP/s.

This means the overall regeneration from Tranquil Boots is effectively 7.25 HP/s and the maximum maintinece cost is equivilent to the mana provided by an RoB. Secondarily the movespeed that Tranquil Boots provide is significantly higher than any of their competitors. Tranquil have 15 movespeed on Arcane, 20 movepseed on Treads and Phase, and a full 25 on generic boots of speed. Note that Phaseboots actually have a chance of keeping up with Tranquil Boots due to the active component, however the other 3 options just fall behind.

Finally if you needed even more reasons to make them they provide armor and are disassemble able. Providing 3 armor on the boots slot is hardly anything to laugh at. Being able to consolidate a number of relevant stats onto one item in the early stages creates a lot of flexibility in your item build. This is especially relevant if you tower dive or trade harass next to creeps that also attack you. Furthermore the ability to disassemble Tranquil Boots is simply icing on the cake. This means that you can turn them into Treads/Travs in the later stages of the game for a minimal gold loss of ~250. You would need to play quite terribly for tranquil boots to not pay off their initial investment.


The only potential problem with these boots are that they break if you are under heavy fire. However if you consider just how difficult it is to break these boots for a significant duration of time this presents itself as a non-issue. If you take 4 or more instances of damage (greater than 20) in the past 10 seconds, the item temporarily breaks and becomes basic boots (until the last 10 seconds don't have 4 instances). Same damage source rules as Blink Dagger.


In practice the only time you actually take this kind of damage is when you are being focused down by 3+ heroes in a gank/fight situation. In this case you are likely going to live or die regardless of your choice in boots. There is an argument that can be made for treads in this situation however that argument unravels if the hero has less than max HP, which isn't unlikely. Since Tranquil Boots have such a strong regen component it is rare for a hero to be below their max HP unless they were recently ganked, tanked a tower, or dove a tower.

The end product is:
The fastest boots in the early stages of the game
HP regeneration that far surpasses a RoH
3 Armor

And this is a single item worth ~1k and fits in your boots slot.




[M]
I wonder does it count as cheating if I quote so much?
Quote:
Originally Posted by GodlyKha
Stick is a good item, wand is not. Stick is an insane value for 200 gold. But for 300 more, the marginal utility is pretty damn low. I get stick on about 80% of heroes, and im more likely to buy 4x drumbs than upgrade a single stick.Its normally better to sell your early branches to recoup 50 gold than to spend another 175. Theres certainly some logic behind keeping your early branches via wand if you were already back at town and had 3 branches and didn't need a courier trip for it, but you should basically *never* upgrade a raw stick to a wand, especially not when it would mean sending 4 items along a courier. But honestly? You shouldn't be buying gg branches on most heroes in the first place :blasphemy:


These are what you should aim for if you're opting for Phase Boots/Power Treads early (after your boots). Glove of Haste first is as stupid as ever, of course.



When you don't need the Tranquil so much that you want the utility these two items offer instead. Phase Boots gives you excellent burst speed for impending mobility and tower dives, while Treads is great for stats cycling abuse with Bottle, and is usually better than Arcane Boots at this.



This is what you always need, regardless of games. Maybe you wouldn't need to buy it so early, but should you feel like there's an engagement waiting to happen somewhere that requires your help, being prepared really doesn't hurt anyone.



If you want to use Bottle Crow.
On that bright note, No.Fucking.Comment




Yes, hero matchups. What, do you think I did the entire first section just fo' sho?
Well originally, yeah, but that doesn't matter now, does it?

Anyways, as you would probably have noticed by now, I have taken the liberty of rating the heroes you would commonly find in mid solos, and taking a look at the details should help when you're facing the opponent and going "oh shit" of how you have no idea what you're going to do for the next five minutes outside of being breast-fed through a straw (albeit that idea doesn't seem so bad). You should probably draw the conclusion how heroes with higher rankings are better than those with lower ones, except for specific counters.

That wasn't too hard, now was it? Well actually, it should be. If you're up against something you have a distinctive advantage against, then you should be aggressive, conversely, don't stick your nose in WR's business if you happen to be a Tiny running around trying to find your meths. Stay the fuck back, farm if you don't burn 150 hp everytime trying to do so and please, watch out for the ganks, you're better off alive and barely breathing than death.

I'm not going to be here and repeat all that I've said through numerous blog articles, but there is one thing you should always keep in mind:

DO NOT BE PREDICTABLE

Being predictable only spells downfall, in every aspect of this game and even your life. Everything's a competition. You'd lose if you become predictable, and then, SWAG won't help pay your rent, but doing dish washing competitions against trained monkeys would. This is a solo mid lane, and you're alone. Remember that if you fail, IT IS ALWAYS YOUR FAULT. This would be explained in even finer details comes the next section.



Here comes the real deal. Yes, I'm going to teach you how to not suck more at this, if that's possible. Regardless, I know that some of the readers are actually half-decent (or better) at this than the usual lot, but I'm going to stick with my target audiences regardless. Now, being in the mid lane, and EXCLUSIVELY the mid lane, ALONE, is different. I've already covered HOW it is different, but of course, it wouldn't be just DotA if we don't have the similarities right? Those are precisely the most part of the fundamentals, only slightly altered to fit the context of the mid lane.

Creep line

The battle starts as the creeps move out. As a solo mid, unless you're warding, which you should've done prior anyways, you should stay with your creeps. However, even though you can, and should to a degree, try to block your creeps, don't stand in front of them at all times. You might just get caught in the next Fissure block, or be that guy who died blocking himself in between the creep lines. It's embarrassing for you, your team and me to even have to spell it out loud. Remember though, creep block does not only apply to the first wave of creeps, but also that time when yours are pushed beyond the river into enemy's tower range and you don't want the next line to end up with the same fate. If you feel like it, by all means, go back a bit and stomp in front of the next creep line, drawing the meeting point closer to your tower. This should not happen usually, however, but just in case, don't do it if you're missing out on a lot of xp.

Last hitting

Seems like easy, does it? WRONG. You are by yourself, facing against a presumably equally-skilled opponent who is just as good as last hitting as you, and you might not get laid afterwards, how frustrating is that? I can't really teach you about this though, since it's part of your DotA learning process. However, remember to never let anything sucks in your total attention. This is a mother fucking war here, and if you want to win in the long run, be sure to keep your eyes open, none of your hands on your penis at all times. No, you can't touch your penis even when you die, that's just gross, get over it. Watch some porn if the game's over, geez. Of course, having said that, there are certain benchmarks to hit. You should, by min 10, have at least 5 creeps per minute, ideally. However, you should hit ~30 creeps by min 5, and get off from there. You can or cannot do better, but regardless, you just have to improve on this front.

Harassing

Also captioned: "stop being such a masochist and fucking hit back". Yes, fond memories. Regardless, harassing is key to winning a lane. If you don't harass them, they're not going to be so kind to you. So, don't just put down your pants, arch your back and take it, be a fucking... erm... never mind. What I mean is, you are to be either aggressive or passive based on what I've said about hero matchups before. What you need to take into account while doing this, however, is to not lose your sight on the creeps. It'd be of no profit to you if you end up missing last hits just to harass, and not actually drive the opponent off the lane or down right killing him. You should always try to take the last hits, considering how cs-ing is also a form of "harass" controlling the exp and gold flow in your favor. Also be aware of creep aggro, as they would cock block you and sometimes even make your harassing meaningless as they hit you back while the opponent retreat to safety. Be wise, be cool, be calm, think, but don't be a pussy either.

Minimap

Yes, it exists. It's that small square recap of what's going on, fit at the bottom left of your screen. It's also extremely helpful, since wouldn't you like to care, knowing what the fuck is going on at other places than the stretch of your screen apparently provide actual benefits. Who would'a thunk? The heroes are represented by freaking huge dots. You should turn it to color discriminative (lol racism) in order to tell the enemy apart easier.

Still, it's a fun thing: you're low on health, it's rune spawn time, but the top laners are missing? Don't fucking check the top rune genius. Back the fuck off or keep your eyes on the bot rune. It's actually simple, but people forget to do it all the time. Also looks for your team's go as well. Most likely they'd inform you of a gank in your favor prior to the engagement, but there are sometimes when you have to *gasp* use your brain and figure it out for yourself.

Quote:
Originally Posted by erednay
In this pool you would just need to memorise CM's color. She has both a slow and a stun, you don't need to know the color of every hero (unless you have a good memory). Tiny has a stun too but he probably won't gank so rest assured.

Runes

If you've ever heard of complains about randomness in DotA, yeah, the rune spawn is one of the arguments. Look, I've been screwed over by runes more time than I can count, but I don't fucking bitch about it. Sure, sometimes it really is just bad luck, but more often than not it is no one else's but YOUR fault that you LET the enemy Pudge get the invis rune uncontested, turn his far rotting ass towards you and hook your neck off. Don't blame anyone else but yourself.

There are, of course, somethings you want to be reminded of.
Runes spawn every 2 minutes, starting from when the creeps do.


The top rune spawn is more easily overlooked from the mid lane, not having to compensate too much for vision, so if you can, make note of that and turn your attention away from the pushed creep waves banging at your opponent's tower, stop standing around like a fool and get your ass to where the rune could spawn in the next 5 seconds. Is it there? yes? grab it. No? Be prepared, because your opponent might just get it and comes after you. Always be proactive in getting to the runes first unless you have a rune control spell, or derpy wards, at your disposal. In higher levels of gameplay however, rune checking IS SRZ BUSINZ. Why? Who's to say the enemy tri-lane isn't standing up hill, under cover of smoke, waiting for just the right moment your ass shows up and bang it, hard.

In-lane ganks

Well, this doesn't happen often in the lower level games, but in the upper levels or as I like to call it "where people know what they're doing", it's quite prevalent. Sometimes you're just there chilling, farming good and harassing like a god, and suddenly this giant ass Tidehunter and WD come out of nowhere, rape your shits, and bam, you're down 300 gold, death time and a TP. Look, it sounds devastating, probably because it is, but you're going to have to learn from it. Look, no one gets where they are without trying (in DotA). In order to not get ganked, you should be able to constantly watch the minimap at all times, and not go "noob bot no miss" whenever you have your ass handed to the enemy. As I've said, it's ALWAYS YOUR FAULT. The enemy VS is missing? You are on 400 hp and your opponent's mid lane hasn't died yet? You should really watch your back.

This, of course, goes both way. If you happen to see a gank coming your way, in your favor, I mean, then be prepared. You can afford to spam cheap cd nuke, but never too much that it might scare off the opposition. You don't have to do anything alone, and there're times when you realize you actually have teammates with brain that actually land their stun AFTER yours have gone out and allow you to squeeze that last auto attack in, getting an impossible kill should you have been alone. Cooperation is always extremely welcome in this team game, and you should appreciate whenever. I have seen self-failing roamers though, don't get me wrong, but this guide isn't about those.

Now, again, at the highest level of games (public) this go three ways. Ever seen how you're caught in the middle of the opponent's gank on you and your teammate's gank on the opposition? It's fucking hilarious and also pretty fucking dangerous. One fail move and you're caught in the crossfire, burst down so fast it's not funny. Being the mid solo, you should always try not to die. Your teammates who are ganking are usually more expandable. Don't be a pussy, by any means, but overextending gives you NOTHING other than death and flame. This is about the situation, and how (sometimes ~5) other people react at once. I can't teach you this, simply because there's no blueprint on how to do this properly, just like beating Yajirobe.

Out-lane ganks

Obviously, you should be the one out-lane ganking (or counter-ganking for that matter). Make sure your leaving the lane isn't obvious, or else the gank wouldn't succeed and you're just going to lose the race of xp and gold against the enemy mid lane. It's humiliating and time consuming, don't do it. Carry a tp if need be, for when your opponents are dangerous past your tower. Get a fucking boots, grab that rune and attack at the back of the opponent if you get the chance. However, in a pub, don't commit too much to side lane ganks unless you're sure your teammates know what they're doing, and is not a combination of SB + BH lane or similar.

Your opponent might try this as well, remember. Saying "mm" or "mia" or similar shits isn't going to hurt you. But not saying so might be the equavalent of giving a double kill to the opposing mid solo, and you don't want that. It's their fault for not noticing, but it doesn't turn in your favor either, so do what you can and counter-gank, anticipating the opponent's movement and turn it around, if possible.

Killing

Assuming you're up against a competent mid solo, then you're still up for a challenge on solo killing in this lane. Mid is such a short lane, that it's hard to catch the opponent off guard, far from that tower of his which would surely hurt anyone this early in the game. It doesn't mean it's impossible, albeit extremely hard. Having a distinct advantage over the opponent is almost required for this to work, and you must been constantly burning down your opponent's hp. However, when you're about to go for the kill, be sure to always think ahead, not engaging the opponent from full hp but rather just enough so he cannot Salve up without losing some of the benefits.

Despite what others might tell you, killing isn't the most important thing in a lane like this, but mostly instilling your domination over the opponent and hopefully snowballing uncontrollably into the mid game. This is mostly about hero matchups and individual skills, so really, I can't actually be telling you on how to do this, and you'll just have to figure it out for yourself. Hopefully what I've written so far had helped you from being at the short end of the stick.

Ridin' Solo

Now, the title of this one is slightly misleading. This is obviously a guide on solo mid, so you're doing this alone, against the opponent's solo, right? Wrong. It would not always be that way. There are times when you head out to mid as Xin, you see Panda + CM coming at you and all you can say is "fuck". There are times when you're not against one, but two, and blasphemy, more enemies in that specific lane. It's like ganking, only constant and with much better autoattack. Unless you're an A tier hero or the enemy combo is something quite retarded, you're not expect to do much. In this lane, safety is always first, as they most like would leave you alone from ganks, because there's already 2 there man-handling you. It's a scary though, but it's not that bad when you're used to it. Remember, taking precautions is always the best move, and not chances.




Most of these are reminders, so fret not. What I've said above is about it, concerning as far as the basic of this role goes. Please, don't embarrass yourself by losing against Riki as Batrider next time, please. After reading this, if you have something you don't understand, read it again, if you still don't understand, either you're stupid or you have a legitimate reason not to, post it, and I'll patch up the loop holes.

Remember your priorities, which actually should be different each game, but generally goes like Rune (with bottle) > Last hit > Rune (without bottle) > Harass > Deny. Usually deny and harass can be interchangable depending on the match up.

Also, hotkey your chick and circle of power. Please don't ask "where's chick" when you could just [Ctrl] + [1] it. As a general rule of thumb for new players, assign 1 to chicken and 2 to circle of power, which would allow you to buy things even when the courier's not at home. You should also memorizes the courier's hotkeys, but that's not for me to teach.

I can't be getting too much replay just yet, but here are some of you're interested (not only from me, of course). I'd try to do some soon:

http://www.playdota.com/forums/showthread.php?t=948020
http://www.playdota.com/forums/showthread.php?t=772135
http://www.playdota.com/forums/showthread.php?t=679209
http://www.playdota.com/forums/showthread.php?t=687898
http://www.playdota.com/forums/showt...91#post6623991

There's also Dendi's take on the whole thing, you can watch it right here




*Erednay, for inspiration
*IceFrog and the dev team, for obvious reasons
*Kris & clan_iraq for the replays and statements
*Kenshiro for the graphs, respect






Misc guide
Author: Lapis Lazuli
Map Vers.: 6.74c

King of Solo Mid

King of Solo Mid

Date Posted: 04/26/12
Last Comment:01/11/2012
Total Votes: 14
Current Rating: 8.57
Views: 45455



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