Learn Dota 2 - If your post is just a title and a dotabuff link, it will be removed. Also, an old mod has been welcomed


If your post is just a title and a dotabuff link, it will be removed. Also, an old mod has been welcomed

Posted: 23 Jan 2018 08:22 PM PST

I understand that Rule 3 is difficult to quantify, but most of the mod mail recently is reports and automod catching posts that boil down to "this is my dotabuff/match what could I have done better?" I'll save time and answer this here: EVERYTHING. If you're not a professional player or damn close, you could have done everything better, and even pros have plenty of room to improve. Ask about a specific concept, don't expect people to spoonfeed advice to you. That said the title isn't literal; if the info you give with your post is paltry I'll still remove it. This is literally Rule 3 on the sidebar. This post is a good example of how to ask a relatively simple question without being too low effort. He specifies what he knows he does wrong, gives context and a link, then asks for general advice.

In other news, /u/Trentdeni was previously a moderator on this subreddit but chose to leave his post. He has been remodded partly to keep the flair sheet updated and partly because since he left another moderator has left as well. Give him a warm welcome or he might ban you.

submitted by /u/SnowDota
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Legend 2 Sand King | Patience and Awareness - Dota 2 Replay Analysis

Posted: 23 Jan 2018 04:57 PM PST

Some thoughts I've noticed about people who GAIN A LOT OF MMR, especially those I've coached.

Posted: 22 Jan 2018 11:07 PM PST

Hi guys! My name is Henry and I've been coaching Dota2 players for the past few months now.

I don't have any amazing tips in this thread but I did want to write this down because it's been in my head for a while and I also wanted to prompt some discussion.

I've coached well over a hundred people now wanted to provide some substantial things I've noticed about the people who have gained the most MMR thru my advice and actually just in general. This is just some thoughts atm, cause I felt a desire to write a post.

1) Concentrated Efforts in Heroes, Decisions, and Applied Practice

When I first learned to Treadswap I was playing the game Heroes Of Newerth. I remember hearing a pro player at the time talk about an approach to improving an area of the game by making that area of the game the whole game. Essentially in a sense what I did after hearing that was I played like 50-100 games in a row buying treads every single game and I 100% prioritized using treads properly over winning and now I feel even since hon it's a skillset that just came so so naturally to me since then.

I've tried applying that to other aspects of dota (routinely watching map, blocking creepwaves [and yes i'd block every wave in lane even if it jeopardized me winning], and more.) and I feel it's worked really well. We usually get overloaded with info and caught up with the things happening and trying to win, and narrowing down all of your focus, particularly in what I'd advise to be unranked, to small things you want to improve on really seems like a good way to improve.

I noticed that watching my students, some of which went from 800 mmr to 2000 mmr, 3000 to 5000, and things like this over the course of a few short months is that the ones who had the most matchmaking success were really focussed on a few small things. Particularly a small amount of roles or heroes or areas they wanted to improve on. I remembered and looked up two examples that I read on reddit of similar things.

Take into account /u/lenerdee's thread about hitting 6k spamming bloodseeker here or /u/mookumasterrace thread on going from 1k to 5k spamming shadow shaman here

I think a big problem I see is that too many people want to do too much and it's just unreasonable. Even most pros and very very high level players cannot balance being good at all heroes and all roles. That's why certain players like Miracle or IceIceIce are so highly desired and highly reputable because they are so consistent on so many different things. I really think if you are the kind of player who plays 5-15 games a week only then you absolutely should not play more than 2 roles and definitely not more than 10 heroes regularly if your endgoal is to improve your mmr and your skills.

I also think something people don't realize is inflating your MMR by spamming a broken hero, strong hero, or your best heroes is a very good way to get better at the game. You improve far more, if properly reflecting on your games, by playing better people (via increasing ur MMR spamming one thing) than if you just play anything against anyone imo. I think a huge natural progression for improving is boosting yourself by playing at your peak and then on your way back down on a lose streak learning as much as you can playing other things.

I would really suggest if you want to increase your MMR you should pick 1-2 roles and 2-5 heroes (ideally even less, maybe even 1-3 heroes and 1 role) and try your absolute best to hit some sort of peak or ceiling for yourself on those.

Maybe a practice plan like

  • Watching smurfs play on those heroes
  • Adding as many high rated players who spam those heroes as possible and asking them any questions or just adding to watch their games live (most will reject you, it's a numbers game)
  • Practice every kind of mechanic there is to practice on that hero.. for example my best hero is puck so i'd practice blinking out of enigma and void ultis, direct pathing + turnrate blinks, laning 1v1s, refresher combos, etc
  • hunt for any educational content on the heroes
  • go to the guides page and see what's going on with high mmr stomping players

2) Self Awareness is key to improvement in any area

I really think people really undervalue how important knowing yourself and how much you are putting into DOTA and how good at it you are and what areas you excel in are.

I think if you want to get good it's really important to understand what you're already good at, what you like to play, what you're bad at, etc.

As a coach I've noticed people be really successful when they come into the session and they already know what they want to learn, what heroes and/or replays they want to cover, what they're good at, etc. They have profiles prepared for themselves and what they want to improve on and it's night and day versus people who don't really have a plan.

3) Some optimism goes a really long way.

Some optimism goes a really long way. I've observed repeatedly positive people who are also working hard to improve really make big changes and gain a lot of MMR. I know it seems like something you can't just force but honestly when I first hit 6k mmr my friend was on Skype with me just motivating me and constantly talking me up and it seemed so effortless to win at the time, especially as a generally very negative person. Just talking around to people I've coached and peers/friends who've gained a lot of MMR lately I've been noticing this 'trend' quite a lot. Had a friend calibrate divine 2 and get divine 5 in 2 weeks just saying he's going to gain the MMR because he wants to prove he can do it before he quit, and he's super positive every game. And among my best students I really repeatedly noticed a vibe of 'I'm going to hit this MMR goal' mindset on top of an optimism about their play and ability in DOTA.

Anyways those are just three mostly pointless thoughts I thought I'd put out their in cyberspace just cause I like writing my thoughts sometime. Hope someone reads! Thanks :)

submitted by /u/henry_rd
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how do you carry a game from the safelane against a fed ck

Posted: 23 Jan 2018 08:02 PM PST

im safelane jugg and the other team has safelane ck. our offlane pa (lol) feeds him 9 kills in 12 mins. i get a bfury at the same timing, my plan was to just outfarm his ass and force tps with split push. but by 20 minutes he has another 6 kills and our team has 0 map control. from there the game just slowly circles the drain. how do i unflush a game like this?

submitted by /u/xiaohaisdad
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Turbo Mode Hero Win Rate List (Jan 2018)

Posted: 23 Jan 2018 04:21 AM PST

As you probably know if you're a Turbo fan, the major DOTA sites don't publish win rate lists for Turbo Mode.

I was getting a bit annoyed by this, so I did some programming and data analysis, and I've compiled a list of current winrates, per hero, based on analysis of around 100,000 Turbo games.

I've also added some commentary on the win rates and what they mean - what hero types win (spoilers - probably not what you think), the biggest winners and losers in turbo, stuff like that.

Here's the list in full: https://www.dataondota.com/post/dota-turbo-winrates/

I'll be doing more data analysis on DOTA in the coming weeks, so let me know if there's anything you'd like to know about how DOTA works by the numbers! And let me know what you think of this.

submitted by /u/cairmen
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Nyx question

Posted: 23 Jan 2018 11:58 AM PST

How do I transition from roamer nyx without aghs to using his burrow. I don't really understand what to do in fights and such.

submitted by /u/KamikazeBears
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What are some good 1st pick support heroes at the moment?

Posted: 23 Jan 2018 01:22 PM PST

Other than Shadow Shaman which is one of the clear winners this patch.

submitted by /u/Phritz777
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How to carry alone(Offlane guide)

Posted: 23 Jan 2018 02:43 PM PST

Now, I am only 3.7k, so I might make some mistakes, feel free to correct me, but I do hope that you take the time to read it, since while my gameplay may not be the best, I believe my theory to be on a highter level than my skill(evening out on 3.7k atm) nontheless, here is what I think about how to win as an offlaner, on paper(Theoretically).

First off, what makes offlane different than safelane? why can't you play your carry on the offlane, and offlaner on safelane? Well the answer is pretty simple, you can. When you dwell a little deeper so you notice some problems. Most carries want to farm as much as possible in the laning stage, so they can reach their power spikes before the enemy carry. On the safelane, not only does the natural creep equilibrium(no blocks, nothing preventing creeps from moving) will be right near its tower, while far away from the offlaners tower. This means that if someone tries to kill you on the safelane, it can be very easy for you to back into your tower, and have someone teleport and help you. On the other hand, as an offlaner, the enemy will have a lot of time to hit you before your teammates that teleport can help you, or you can reach your tower. Not only that, but the safelany can easily pull the wave, denying exp from the enemy, and getting more farm, and making the waves meet near the tower once again. All of this combined makes the safelane an easier lane to farm in, and way safer as its name. But, it is possible to lane your carry against their carry, and is done sometimes if you are much stronger, or the enemy offlaner is just too strong for you to handle(Laning as a hero with no waveclear against a brood can be gamelosing, and u might want your offlane to lane against him instead). That being said, the safelane will almost always be stronger than the offlane, shrine being the only exception(safelane shrine is very far from safelane while offlane is very close.)


Now that we know the difference between safelane and offlane, we can understand why dual offlane is not close to as popular in highter mmr than lower mmr, since the highter u get, the more the advatages the safelane give become utilized better. So, you are playing a single hero, against 2 or even 3 heroes, what do you do? Well, for this you need to expand your view. Instead of thinking "how is my farm, how am I doing?" you should be thinking "How much am I doing?, How is my team doing?"

What do I mean? Lets say you are playing batrider offlane. Suddenly the enemy pudge and cm show, and kill you. You tp back, and now need to play it safe, since both pudge and cm are in the lane. You can now do a couple of things, farm the secret shop jungle, try to get as much xp as the lane gives u, or call some help. Most might call for help, but 1 support won't be enough to fight all 3 heroes on the enemy safelane, so you bring two supports, and suddenly the enemy offlaner is 1v1 with your carry, while you are trying to fight their carry. Instead, you could farm the jungle, and get some xp when lane pushes to you, and you know that the supports are in safelane, if they leave you can get more aggressive, but you are basically playing with them, keeping them in lane doing nothing, while you get gold and xp, and ur team has 4 heroes vs the enemy 2. Obviously its not black and white, if the enemy carry is someone like antimage, and your carry and mid are doing well, fighting them might be the better option. What im trying to say is, that If the enemy spend resources to zone you out/try kill you, it might not be as bad as you think, since you can just get less than you would without, but your team will overall get more. If those supports are not offlane, they will be in another lane. Your job in the suicide lane is NOT to disrupt the enemy carries farm. You are 1 hero, how can u do that vs 3 heroes? your job in the offlane is To get as much as you can, while making the enemy spend as much as possible on you, basically you are the sacrifice. The support sacrifices his gold for team items such as wards and smokes, while you sacrifice yoursellf so your other lanes don't have such a hard time. Basically the mindset is "The enemy has an advantage in the safelane, so we will spend as little as possible there, so we can win everything else".

Now we know your goal in lane, but its not static. How much you can get, and what you want to get changes. Some offlaners, such as faceless void and legion commander will turn into second carries later on, so your goal in lane might be to get as much farm as possible, other offlaners, like bristleback want to stop the enemy from farming, knowing that if u get some levels you will be stronger than him, and he will be afraid of you, same can be said about axe, u want to stop the enemy from farming. But, your goal will not always be achieved, no matter what hero you play. Its very important to understand that. If you could achieve your goal every game you would win 90% of the games. But remember, that almost always, as an offlaner if the enemy has 3 heroes on your lane, you should be happy, since you know the rest of your team should be doing well.

Now, offlaners are an hybrid between carries and roamers. What do I mean? As most offlaners, you can do a lot with very little farm. And you want to understand this. A lot of times you will lose offlane, the enemy carry will be stronger than you, and you will just be standing there trying to get whatever xp you can, watching him deny every creep, while his supports are roaming away. In these situations it getting ganks can be very usefull, not only because the lane will almost always be pushing to you(Since the carry wants to farm the lane fast then the jungle and repeat). So getting a gank here from a support can mean a kill a lot of times, and will close the level advantage he got on you. Another option is for you to go and gank other lanes. Offlaners are almost always heroes with strong spells, especially ultimates. Even without a strong spell, you almot always have strong spells that can help you win another lane. Leaving your lane to go mid for example, might allow you to take mid tower, or maybe go kill the enemy offlaner and take the tower etc. Abandoning a lane sometimes might allow you to win the game, since you can win fights and come back from your "loss". If its not that late into the game, you might want to farm the side jungle, most offlaners can do it very efficiently(bat, legion, bristle, tide, axe etc), it might not be as good as lane, but its better than getting nothing from the lane, you might even find an advantage that can kill the enemy carry. Note, that when the lane goes near your tower you should take the lane, lane exp>jungle exp+gold, not only because it gives you more exp, but also because if you dont do that then the enemy can just take your tower(or get it low). Obviously, all that is just your essential goal. Alot of time the enemies might fuck up, and suddenly you are a level highter than the enemy carry, and the tides are turned, take a look at batrider for example, you might be a level behind, but suddenly the enemy fucked up, and you have 4 stacks on him, u harrass him, and are faster than him, and u just melt him, even though the supports try to kill u, ur stronger, and its worth it. Basically, if u can, be greedy, while not giving more than u take(If u are 3-0 on offlane, and 2 levels ahead, killing the carry is not worth dying etc)

So we established why you have 1 hero on the offlane(safelane is stronger than offlane), whats your goal as an offlaner(get as much as possible, soak the enemy so your team can win other lanes), what makes a hero able to offlane?

Well, Offlaners need to be able to survive. Some offlaners survive by dealing more than they take(E.g you hit axe for 70 damage, but he spins and hits you for 140 damage, centaur deals a lot when u right click him etc), Some survive by superior regen(Nyx, timbersaw etc), and much much more. Whats important, is that they are hard to kill, be it because you take too much damage, they don't take enough damage, or maybe their regen is high, or they have a lot of escapes etc. Just being able to survive is enough for you to offlane. But, a lot of times offlaners will also look for another thing, some will want to have carry potential(Legion, axe, void, dk, tiny etc), others will want to controll the tempo(Batrider, tide, underlord, puck etc), some just want to get xp(Night stalker is the main culprit here), and countless more. Most offlane heroes have a mix of things. This is the reason why some offlane heroes will be better than others. Take magnus for example, he is tanky enough to survive, and a strong stun, but then u take tidehunter, that is tankier, and has a stroger stun, why would magnus be picked over tide? Because his stun is bkb piercing, almost instant, and he can reposition the enemy, thats pretty good, Would that be enough to pick him over tide, that has a much better stun, is much harder to kill, and makes enemy carries weaker? But then you see that magnus can buff your carry, so he might be really good with a melle carry over tide that is just tanky. And if I talk so many wonders about tide, why was he barely picked untill this patch, then remember that right now he has amazing talents that let him scale really well, but before he could just be ignored after he uses ravage etc. When picking an offlaner the lane is not the most important part, and a lot of times the lane wont be what makes an offlaner viable.(Another example, enemy has ck safelane, and you are last pick, you might decide to pick earthshaker, knowing you will have a hard lane, but later on will have a really good time in fights etc).


We now know what makes a hero able to offlane well, and what the offlaner wants to achieve, how do u achieve it?

First off, every hero is different. Like I said, before offlaning try to understand why your hero can offlane, but also not look at it from only 1 prespective. For example lets take legion commander. Your base health is high, ur hp regen is pretty nice(around 1.8), MS is pretty good, and damage is amazing(61-65). But thats not enough to offlane. Looking at your skills, you have a purge, that gives u attack speed and regen. Really good vs slows/debuffs, and good for trading, since ur damage is high so the attack speed means a lot, and the regen is really good. You have a nuke, that deals a lot of damage the more enemies there are, and give u ms. Thats really good when laning vs 3 heroes, if u are in a clinch u can use it, u might turn the tides, or u might use the ms to escape, and also deal damage on the way. And last, u have a passive, that gives u insane lifesteal and extra attack when proced, that has 25% to proc every time u get hit. Thats really good when trading, since not only will u regen from it, but u will also deal more damage. Now, combining all that, we can see that legion wants to win offlane by being stronger than the enemy, and trading better. U are not afraid to trade with the carry, since u have more regen than him, and will deal more damage. Moreover, if u can get them to fuck the equilibrium, u can deal insane damage, and create an even bigger advantage. Using that information, u build a game plan. Lets say u think that u will lane vs Antimage, shadow shaman and earth spirit. So u know that they can kill u if u are out of position, and since ur mana pool is low then am can be annoying. U will Prob play it aggressive level 1, rather than safe. Why? U want them to fuck the lane equilibrium. If u let them do as they like, high chance that the lane will stay near their tower, so u don't mind fucking with them a little, even if u might die, knowing that u have Press the attack to heal a bit and prob a salve etc. Doing this, even if u die will assure that soon enough u should get about 1.5 waves right near ur tower, and will allow u to get level 2. With level 2 u can now also harrass them a little with ur overwhelming odds, etc. Most important thing is that when the wave is near ur tower, u need to be safe, if u die in that time u will lose a LOT of exp. Know when its important to stay alive and when its not. Dying near enemy tower is not that bad, dying when creeps are pushing to u is, since u lose free exp and gold. U can also guess that if lane is near ur tower enemy might pull, and now that ur level 2, u can kill the pull easily with overwhelming odds. Once ur level 5, if u see supports leave lane u can manfight am, since u will lifesteal and deal more damage than him, even though u lose ur mana(make sure to use spells before he attacks etc), what im trying to show you, is the thinking behind how u utilize your hero to get the most from the lane. If u were playing the same lane, but as a batrider, I would tell u to get as much xp as u can till min 1, and then go to jungle until one or two of the supports leave, only going back for runes and when wave is pushing to u. since with that lineup u are dead with 1 stun, and cannot really do anything.

Now that we know what are hero can do, and how to use it, you want to try and use it to your best capabilities so you can achieve your predetermined goal. Be it get drums on batrider and group up, or maybe go for that blink and suprise the mid/carry with it and a support, or maybe just get some xp so u can use your ravage, or or or....... Just remember that u might need to give up something, so you do not constantly die and give the enemy more than they are spending.


Lastly, here are some tips and stuff to remember when playing offlane:

  • Dying is not too bad. Most offlane guides say "DO NOT DIE", but after the last patch, dying on low levels gives almost nothing. If u die, u sometimes gain more than u lose: If the enemies kill you, but fuck the equilibrium in the proccess, you will then respawn to a lovely double wave greeting you near ur tower, and giving u a ton of safe xp and gold, while all the enemy got is a kill on u, that gives almost no gold and xp, especially if carry lost last hits to get it. On the other hand, if u die while u have that wave, u will lose a lot of free xp and gold, essentially putting u in a huge disadvantage than if u just played it a little safer. Morover, if u die after teleporting, u will lose a lot of xp and gold etc. Sometimes, just knowing that u will die for a play, but its worth it since u get more than u lose, is lane winning.

  • Power spikes. Like any other hero in dota, u have power spikes. Sometimes, u might get level 2 before the enemy carry, and suddenly u can just run at him, and take 3/4 of his hp, while they cant almost anything to u(e.g bristle), While if u waited a while longer, it would have been harder. On the offlane ur power spikes consist not only on your level, but also on the creeps positions(If its near ur tower as bristle, u can chase him and get more stacks of quils that if its near his tower. same as bat etc) Amount of creeps, support positions etc.

  • Pulls. Ah, the dreadfull pulls, you are doing realy well in lane, suddenly there is no wave, what do u do? Well, u can do a couple of things, first off, if its before 2:00, u know the support needs to connect the wave, meaning u can either go aggressive on carry, knowing he not only cannot fight u back because of the creep advantage, but also has nobody to help him since the support needs to connect the pull. You can also try to disrupt the connection, and make it into a lovely double wave gifted to you near ur tower. If its after 2:00, u should probably have a ward there, if u dont then you should take a look if its a double easy camp, or they need to connect the pull. If they need to connect, same as before, if its a double easy camp, you can either try to fuck with it, or go aggressive on the carry, or a milion other things, knowing that the support is buisy. information is power here.

  • Bounty runes. In the offlane, u should always know the time(every lane should tbh), remember that ever even minute there are runes, those runes are really usefull if creepwave is near enemy tower, as u can just go for both runes if the situation allows(since carry will be near tower, unless both supports are not showing and can kill u, a lot of times u can easily take the rune for free), and then go for ur rune. Note that most of the time the enemy roamer/support will go for ur rune. This is some important information, first off allows you to get some easy kills if u know he will come on 2:00, get someone to come with u if ur not strong enough, and just kill the enemy support going for ur rune. Taking the rune from the supports is very big, since the supports really want that gold to finish their boots/wand etc. Another important thing to know about that, is that if the enemy roamer is missing, and the bounty runes spawned, he might gank you, so u should probably go for ur rune if the wave is near their tower to avoid being in a tough situation.

  • Daytime cycle. Every 4 minutes the day becomes night. In the night time, u have half the vision, and its much easier to get ganked. This ussually means that around this time the supports will be going mid, since mid becomes 10x easier to gank at night. This also means that if ur lane was hard until now, it might become very easy to punish the enemy supports for going mid, and kill the carry, or force them to come to their carry, and allow your supports to kill their mid. This also means that if you were doing really well, you are very likely to get ganked, so be more carefull, maybe get a ward for yoursellf. Another thing, is that you can use that night time to gank the enemies, a level 6 batrider can easily sneak up on a mid hero and get a lasso off on night time, but needs a smoke for daytime.

  • Creep pulling. Not to be confused with pulls, you can pull the enemy creeps, making your wave push either push into the tower, so the carry has a hard time last hitting, or the carry tanking the wave taking a lot of damage. While u can do a lot with the wave, u can wait a little, then tp, essentially giving them a double wave and pushing into ur tower, meaning tons of free gold and xp. The risk is high sometimes, if they have a lot of stuns, u might not want to pull the wave, and sometimes u might want to do it knowing u will probably die, since u get more than u lose. Giving them a kill, but getting a lot of xp and gold in return. This is best to do right in the start, as the chances they will kill you are much lower than later on, and the value is much highter, since its a free level 2 + if u do it right either their wave wil push into u, or ur wave will push into them causing them to push into u.

  • Creep aggro. Like every position/lane, creep aggro will make a good player amazing. Basically, using creep aggro u can make it very hard for supports to trade hits , and also get last hits that otherwise would be impossible. Ur imagination is the limit here.

  • Knowing when to leave the lane. Leaving the lane at the right time can be game winning. E.g as a slardar u might consider taking an early roshan with ur team after winning a couple of lanes. Or maybe smoke up as legion to dual the mid and take the tower. Basically, leaving at the right time can give you a big advantage u can't get staying in lane.

Tldr while u can't write it in one sentence, but mainly try get what you can, remember that whatever they spend on u is not spent on your mid and carry, and that u want to have a clear goal in mind

submitted by /u/dannyjayes1
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Can someone explain Weaver to me?

Posted: 23 Jan 2018 08:39 AM PST

I play mid, and occasionally I come up against weaver. I don't see him in lane for about 4 seconds - oh he's gone invis he'll be back in a sec - but no he's in another lane hasted with Shukuchi getting a double kill. Then for some reason he 3 shots me with right clicks despite our farm being even. I literally don't understand the hero. Like with the other high dps carries i understand where their damage comes from - Chaos Knight has his illusions, PA crits etc. but with weaver, his dps ability makes him hit twice. You know what else does that? Hitting twice. But for some reason when he hits twice a support dies. I feel like I'm missing something about the hero. Especially against teams with no disable he seems like a free win, with damage that comes from seemingly nowhere, and at my shitty MMR people pick like one Shadow Shaman who gets bopped by weaver at the start of every fight and then we have no disable so weaver can't die.

Rant aside, I basically have 2 problems: I don't understand how he deals damage, so his power spikes are a bit of a mystery; and I don't really get how to counter him as a core (say SF or Invoker) when he last picks so I can't counter him.

submitted by /u/MaMinions
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How to counter timber solo safelane?

Posted: 23 Jan 2018 06:15 PM PST

I feel like timbersaw safelane is really good right now, especially in lower brackets. He gets level 7 as soon as possible, tanks tower and forces people to react, then 1v5s them and gets away with two of them dead. It is possible to get tier 2 tower by 15 minutes just by tanking tower and pressuring the offlaner. How would this strategy be dealt with in a divine game? Even at low levels before his ultimate, Timber is able to deal high dmg to strong roamers like Earth spirit or night stalker, slardar, etc, and withstand their attacks as well. I have been using this strategy for around 40 games now and got onto a 22 game winstreak, and climbed from Archon 5 to Legend 2, soon Legend 3. When I reach higher mmr I want to know, what will change, how will the enemy react to this strategy?? Thanks

My dotabuff: https://www.dotabuff.com/players/292777431

submitted by /u/hexdaxl
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Hey, I'm a pathetic Crusader 1 player, and I'd like advice for playing core.

Posted: 23 Jan 2018 06:13 AM PST

Hey guys, I play support most of the time, and core roles occasionally. However, now I want to learn to play core roles, as that would help my supporting as well.

Here's a recent game I played as Anti-Mage. I know my last hitting wasn't the best initially, but that aside, what could I have done to improve my role in the game? Anti Mage shit game

submitted by /u/darthvadertheinvader
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Tip on wave control on first wave.

Posted: 23 Jan 2018 08:58 AM PST

If you know how to block, sometimes you will see people (especially in the offlane) try to block 3 out of the 4 creeps. They send the 1 creep ahead (usually the ranged one) to let the wave push towards them.

I don't see people do this, but you can walk towards them ahead of your wave and let the ranged/melee creep hit you a bit so as to let the other creeps the guys blocking catch up.

Very good to keep the lane freezed and not pushing.

submitted by /u/Johnhong
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Would like advice on some Heroes .

Posted: 23 Jan 2018 10:04 AM PST

Hey and thanks for clicking this! I would like people who play Windranger Nightstalker Underlord or Omniknight to help me out a bit. I really like these heroes and have been playing them a lot. Or just any advice you have would be great.

This is my Dotabuff https://www.dotabuff.com/players/97798936 thanks. (Yes i know my gpm sucks)

submitted by /u/Wazupzombies123
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Want to learn support! New and want to improve :)

Posted: 23 Jan 2018 06:06 AM PST

Hi I'm a new Dota player with no moba experience but I've been grinding a bit recently with a number of games. It's a great game and its a very competitive one even from a low bracket tier from where I stand.

However, as a support (I want to improve) I find it frustrating on on the basics of using smokes to gank mid/when to rotate and gank and the amount of time I should be staying mid to help the position 2..

Also is there any support guides like the issues above that could help me? Also I like this reddit :)

submitted by /u/pupper321
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AM vs Tinker

Posted: 23 Jan 2018 11:51 AM PST

Will AMs mana burn attacks still burns mana while under miss effect from Laser? Ty

submitted by /u/420gitgudorDIE
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Position 5 questions around gpm/xpm/item priority

Posted: 23 Jan 2018 11:49 AM PST

Hey guys,

I had a few general questions on my mind that I was hoping you could help me with. First off, my dotabuff is here. I've been spamming Shadow Shaman to climb and I'm sitting at ~3k mmr right now. I'm looking to fix my mistakes and keep climbing. I'd also really like to expand my hero pool but I'm petrified of playing anything other than SS and losing :(

I haven't played Treant since his stealth was reworked and I haven't seen him around that much? Does he have a place in 7.07? More importantly, can he function as a 5? I was never a fan of the greedy aghs rush mode of playing him and I think there are 4s that do more with the gold.

For shadow shaman, what GPM should I be aiming for? I've been working on XPM but my GPM is by far my weakest stat. Also, should I be buying tomes on cooldown? I play him as a 5 generally and I realize now that maybe our SB might want some levels.

Lastly, are there any 4s/5s that would include lotus orb as a default part of their build path? I unabashedly love the item, and I tend to build it when I shouldn't. (Who needs aghs on Shaman when you can reflect all of Skywrath's nonsense?)

Edit: Additionally, what spells/heroes (4s/5s, mainly) should I not be quickcasting on? I know I shouldn't with Tinker, but I have smartcast on by default.

submitted by /u/Pos5Main
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Battlefury on CK

Posted: 23 Jan 2018 07:50 AM PST

Seeing as in high MMR and pro-matches, every melee core pretty much buys bfury (pl, tb, troll, jugg, am, void, mk, spec), how come noone does on ck?

submitted by /u/MinMorts
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Can someone please tell me what went wrong in this game? I am the Sven (archon 5 game)

Posted: 23 Jan 2018 11:21 AM PST

I need some help with some of my settings

Posted: 23 Jan 2018 11:14 AM PST

Should they always be off ? Are there any circumstances where I should leave them on ?

  • Do you guys have "auto select summoned units" on or off ?

  • Quick Attack ?

  • Quick Move ?

submitted by /u/ace-s
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How does the "Show most recent event hotkey" work?

Posted: 23 Jan 2018 02:13 AM PST

Having played Dota for a couple of years now I'd say I'm familiar with most of the basic stuff there is to know if not much else, except I'm still not entirely sure how that hotkey works. Since there is so much stuff going in a game at any given moment (move commands, attack commands, spells and whatnot) how does the game decide where my camera would go?

submitted by /u/EL3kTr1C
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Clock vs Jugg, any ideas?

Posted: 23 Jan 2018 05:32 AM PST

As a clock vs jugg in offlane, is there anything that clockwerk can do besides just trying to get some xp?

submitted by /u/dannyjayes1
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Question about creep blocking

Posted: 23 Jan 2018 08:43 AM PST

I've seen some pros creep block by sidewalking left and right in front of the wave but I prefer to do it by spamming the "hold" command while walking in front of em.

Can anyone explain to me how much of a difference it makes and why the sidewalk is better ? Thanks

submitted by /u/rival2reality
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Tips for offlaners 3k~4k bracket against 3 heroes

Posted: 23 Jan 2018 07:40 AM PST

Well, in this bracket is very common that you'll face 3 heroes in the offlane the whole early game, since support rotations are not that common in this bracket. I like very much to play offlane, but I usually got 0 space. DS and Tide are probably the safest choices, but it's hard to have good impact with them in this bracket. When watching high mmr streams playing offlane, I usually see them 1x1 or 1x2, which gives them some space to do something. Playing against 3 heroes is very hard when your team does not know how to use it to create pressure on the other lanes. So, now I'm posting here to ask for advices on how to play offlane in this bracket on this situation and what are the best heroes to do it.

submitted by /u/mgzaun
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