True Dota 2 - Winning games by taking over the Dire offlane jungle


Winning games by taking over the Dire offlane jungle

Posted: 08 Dec 2017 01:45 PM PST

After watching Swindelz analysis of Liquid vs Secret, I have been able to corral my 3k pub teams to win games in the midgame. This makes me happy because I was getting tired of the pub meta of stalemates turning into 40 minute farmfests until the team with stronger cores wins.

As radiant, I draw a big fat triangle over the dire offlane jungle and explain if we make this land ours, we will win. I smother it with wards and sentries, coordinate an invasion and draw the "do-not-cross" lines so teammates don't make the mistake of getting picked off close to the enemy highground.

If you can assert control for 5-10 minutes until the opposition organises a real response, you will have had control over two lanes and 3/4 of the map. I had a game where 4 set up a 'forward base' with a roaming slark making them afraid to farm their safelane jungle. We weren't even ahead in gold or exp, but it was so effective we won the game easily from there.

I think Dire offlane is much better for this than radiant. Its easier to attack and retreat from the river, and you dont need to cross rosh island. Its easier to jump the midlane. There are sneakier ward spots, more trees and places to fight favorably.

I try to do this after 20 minutes now because it just works.

submitted by /u/9ersaur
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Safelane Riki

Posted: 08 Dec 2017 01:14 PM PST

Roaming on Riki has been become increasingly difficult since his move speed is now on par with CM, courier speed changes, as well with various nerfs to roaming. The weakest part of his game is the first few levels, which is disastrous for a role that wants to be active from minute 0, and the Backstab damage guarantee's you will have the advantage last hitting and denying.

Putting him in the safe lane alleviates these issues, allowing him to quickly afford cheap damage to improve his weak initial damage and speed. This quickly propels him to one of his strongest peaks with early max backstab damage, you are a damage monster with just a Treads, Aquila, and OoV. Between a level one Smoke Cloud and this damage it is difficult for many offlanes to trade effectively with you.

From here I want to make two item suggestions. SnY over Diffusal, and Battle Fury.

  • SnY over diffusal: Both item's accomplish very similar goals, allowing you to stay on your target. The difference is that SnY solves another one of Riki's problems which is his atrocious move speed. This is important not just for staying on the target but for farming and general map movement. Additionally the health from Sange is useful to helping out some of your HP pool problems.

  • Battle Fury: One of Riki's largest problems as a core is relying on kills for farm. This isn't inherently bad, but your games will leave you in a sink or swim scenario depending on how the early aggression pans out. Continuous buffs to Battle Fury have given the item an incredible cleave range, and mixing this with backstab now supporting cleave and a crit talent, it has become incredibly potent on Riki. It solves his farming issues while giving him powerful team fight AOE with regular attacks as well with Tricks of the Trade. Additionally the built in health and mana regen gives sustain to Riki that he usually has an awkward time itemizing for.

For a bit more in depth item build I have had success with starting Stout/10 tango/ Salve. This gives you all the regen you should need to get you through your initial items. From there get a quelling from the side shop, and fly out an Aquila and OoV as quickly as possible to solve your low starting damage issues. Then finish Treads from the side shop and you are essentially already online. I prefer to stay in lane until I have a Yasha complete, now you have all the move speed and damage you need. Now you should try to participate in fighting as much as possible, kills should come fairly easily. The money from kills will spring board you towards a Battlefury, which will quickly let you farm the rest of your SnY. It is now easy to participate in both fights and farming, and from here your item build is very open to what ever you may need.

Playing this hero in the safe lane is eerily reminiscent of playing PA. Except you have a very powerful control in your AOE silence, and the pressure permanent invisibility puts on the gold of supports. Your ability to directly fight people is worse, but you don't really ever need to between Smoke Cloud and Tricks of the Trade.

I think there are really only two requirements in line ups to make Riki a reasonable safe lane pick. The enemy team doesn't have any excessively tanky heroes that ignore Riki's burst potential, BB, Cent, Medusa, etc. Your team must have some sort of front liner and pushing ability, things like DP, DK, Brew that can manage engagement so that you can deal damage.

Regardless of what you think from reading this I want to encourage people to try it because I think there is a lot more value in this than people assume. I think he is a particularly good answer to AM who has been prevalent this patch.

submitted by /u/fibittydoo
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How do I stop a mid/support Kunkka as an offlaner and in general

Posted: 08 Dec 2017 02:09 PM PST

As a Cent(off)/DK(mid or off) main how the hell do I handle kunkka. I figured atleast basic stuff against harder match ups so I can get some level of farm, but Kunkka baffles me to a ridicoulous degree. Once he hits level 2 you have to completely avoid him less you get X'd comboed and basically feed a kill. Then he hits 4 if he's a support or 7 if he's mid and roams and rekt me and my team.

Please Kunkka is the only hero I don't know how to handle early to mid game and it's bugging me.

submitted by /u/GooeySlenderFerret
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Ever wondered what a coaching session is like with a private coach? I just posted my first full 1 hour coaching session on youtube.

Posted: 08 Dec 2017 01:28 AM PST

Feel free to watch: https://www.youtube.com/watch?v=E7OO6kJ9C7A

In the video I talk about movement, rotations, warding, how not to waste time, and more on supporting with Crystal Maiden and Ogre Magi.

submitted by /u/henry_rd
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Let's talk about what you hear when you play

Posted: 08 Dec 2017 01:34 PM PST

Do you have in-game music and/or unit speech off to focus on the game? Louder voice volume and quieter game volume? What do pro players have for these settings? How do most people find external music? Distracting? Or does it get you into a rhythm? What do you think about the effects of these things on your gameplay?

submitted by /u/000Infinity000
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Aghs gyro, when?

Posted: 08 Dec 2017 04:36 AM PST

Aghs gyro IMO is great, allows you to attack when stunned, makes u attack about 1/3 faster, basically makes u really strong, problem is that the stats arent great, but on the other hand it works great with other items u buy such as mkb and satanic

So when do u want to get aghs? when do u not want to get aghs?

submitted by /u/dannyjayes1
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As a CM main, I must ask the crowd. What's the current meta for CM? Is it the same as ever or is there a deviation now?

Posted: 07 Dec 2017 06:45 PM PST

When do you actually start understanding DoTA?

Posted: 07 Dec 2017 09:45 PM PST

I currently have 415 hours into dota and still have no clue what I am doing. Other than a few heroes I have no clue where to go, what items to get, or who counters who. I still don't think I've even used half the items in the game. Are there any tips you can give to help better understand the game? Is there some sort of moment when I'll just understand the true intricacies of dota or do I just need to keep playing... or do I just suck?

I think this post follows the guidelines but let me know if it doesn't, literally my first time posting on Reddit.

submitted by /u/ducksarecool2
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How can Lina be buffed to be relevant again in the meta?

Posted: 07 Dec 2017 11:32 PM PST

In TI7, Lina was one of the most picked heroes in the game, as well as boasting a finally solid win rate of ~50% win rate again, due to the changes in fiery soul talents in level 25.

However, since then, she's been falling off with nerfs and all that, finally back to the dumpster again so to say, with her win rate down to 44%, and her win rate in 5k is like <40%, from 51% in the past.

Can we say that Icefrog has nerfed Lina overboard then? If so, how can she be buffed to be relevant again?

I thought about moving her talents, reverting her fiery soul talent back to level 25 with the 40/4% increase in fiery soul, and the damage/attack range talent can be moved to level 15 or 20 with tweaked values, basically like old Lina.

What do you all think?

submitted by /u/PrimalWinter322
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Tinker laning problems.

Posted: 07 Dec 2017 08:48 PM PST

Context: Tinker's my most played hero, I'm high Archon.

The laning phase has always been the weakest part of my Tinker game, but until recently I figured I had a pretty decent grasp on the hero for my skill level. Recently I've been spamming him in unranked games, where my hidden MMR is a little higher (my matchups have been against mid-Legend and a couple Ancient players).

I'm really discouraged because I have trouble getting a decent bots-soul-ring timing. Many of my matchups have been against Invoker, who I can bully for ~2 waves with laser. But the lane inevitably pushes, he picks up more Exort levels, summons a spirit, and gets a second null. At that point I basically can't lane since a cold snap meteor combo ends me and I need to save laser just to survive the dive.

Anyone got any tips for the matchup? Invoker doesn't seem to be popular in the higher ranks so it's hard to find Tinker laning phases where he's in a similar matchup. Additionally, the higher-level mid meta seems to be much more dictated by ganks, which I straight-up don't get most games. So I'm looking for advice for a more-or-less true 1v1 situation against another int mid with kill potential who builds double null (or SF, a matchup I find goes the same way as soon as laser rocket stops being able to two-shot him).

Dotabuff for reference: https://www.dotabuff.com/players/96271200/matches?hero=tinker

submitted by /u/jaccarmac
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7.07 Offlane Techies

Posted: 07 Dec 2017 06:04 PM PST

Hi everyone! I'm one of the techies spammers that have been plaguing your pubs since 7.07.

For those of you who don't know, techies received a very small buff that helped him out in a very big way: the damage on his mines was increased by 50 at all ranks. What this means is Techies can kill an entire wave of creeps with one Proximity Mine after hitting level 5 by placing it behind the enemy safe-lane tower. This allows Techies to quickly and efficiently farm by taking a lane of farm as well as the safe lane easy and hard camps. Using red mines and blast off as a deterrent, Techies is able to get far more gold than an offlaner normally should.

Techies players of this subboard, I've taken my own experiences from this current patch and put them into a guide that I use. It would be awesome if the other Techies could discuss it with me. I want to see what other people are doing this patch, and see if anyone else is playing the hero like me.

Link

I'm fairly low MMR (2k or so), so it would be awesome if higher MMR Techies gave their take on Techies in this new patch.

submitted by /u/mantichore
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My team has stomped early but has thrown game at the start of mid; how do I level the advantage back?

Posted: 07 Dec 2017 04:36 PM PST

Title. I've kept on losing like that and I feel it's one of the reasons I'm not in the next bracket.

https://www.dotabuff.com/players/114945585 Archon 5 - 3.3k

submitted by /u/Foammazhure
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