Wednesday, April 26, 2017

Highest Net Worth Items

In order, as of patch 7.05:

Sometimes you've got more gold than you have slot space.  Maybe getting that S&Y, Desolator, and Bloodstone weren't the "optimal" choices... or were they?

I made up this list to give you an idea of where your slot value is going.

Highest Value with Unique Items and BoT L2:
7720 + 7195 + 6400 + 6200 + 5900 + 3000 (BoT) + 4000 (Shard) = 40,415 gold

As above, without the Rapier:
7720 + 7195 + 6400 + 5800 + 5900 + 3000 (BoT) + 4000 (Shard) = 40,015 gold

Sample generic 7-slotted values (No Rapiers):


Strength Carry (no BKB)
Abyssal, Satanic, Mjolnir, Heart, A/C, BoT2 + Shard = 35,650 gold

Agility Carry (no BKB)
Butterfly, Heart, Skadi, Deadalus, Manta, BoT2 + Shard = 34,320 gold

Intelligence Carry (no BKB)
Dagon5, Bloodthorn, Octarine Core, Scythe, Skadi, BoT2 + Shard = 39,290 gold

Hypothesis:  Intelligence carries need the most gold to get their "best" items, and Agility carries need the least gold for their most desired items (theoretically - I would probably argue that Int carries don't need a Moon Shard as badly, and that Bloodthorn is a good item for all carries).


Dagon5 (7720)
Bloodthorn (7195)
Abyssal Blade (6400)
Divine Rapier (6200)
Octarine Core (5900)
Satanic (5800)
Skadi (5775)
Mjolnir (5700)
Scythe of Vyse (5700)
Butterfly (5525)
Deadalus (5520)
Heart of Tarrasque (5500)
Monkey King Bar (MKB) (5400)
Guardian Greaves (5375)
Silver Edge (5350)
Assault Cuirass (5250)
Refresher Orb (5200)
Radiance (5150)
Necronomicon L3 (5050)
Manta Style (5000)
Bloodstone (4900)
Linkin's Sphere (4850)
Ethereal Blade (4700)
Shiva's Guard (4700)
Hurricane Pike (4625)
Battlefury (4500)
Aghanim's Sceptre (4200)
Sange & Yasha (4100)
Moon Shard (4000)
Lotus Orb (4000)
Black King Bar (BKB) - (3975)
...
Boots of Travel L2 (3000)

Tip: More Items into Quick-Buy

I can't believe it took me this long to learn this, so I'm sharing it with everyone:

You can Shift-Control-click to add more than one item's worth of components into your quick-buy list.  Yes, it's true.  You can add a stick+boots+ward+whatever into the same list.  Keep in mind that whatever you add first will appear first, so items like the Orchid will consume all the available viewing space if you add it first.

... I'm ashamed I didn't know this by now.

Low MMR - why Shadowblade is better than Blink

I picked up this tip while watching Purge teach Day9 (a great series).

For low-tier players, a Blink Dagger isn't really the best item.  Why?  You frequently get it put on 3s cooldown due to bad positioning, you tend to Blink too far or into deathtrap positions, and it's hard to save up for, because you have to buy the whole 2250 at once.

So... why not a Shadow Blade?  It's uncommon for lower-tier players to remember to invest regularly in Dust, and thus a ShadowBlade acts as a much better escape, especially if you've already been initiated on.  As long as you survive, and they forgot the Dust, you can get away clean.  Furthermore, it aids your attack speed and damage, unlike Blink Dagger.

The ONLY time Shadowblade is worse is if you need to gap-close or re-position instantly, or if you want to initiate into tower range.  While you should not underestimate these facets of Blink Dagger, especially as your positioning-knowledge gets better, I think Purge had a good point.

After trying it myself, I was almost tempted to get BOTH.  I really liked the relative safety and ganking potential of Shadow Blade, but I also missed the insta-position of Blink Dagger.

Side note:  I should also mention the Force Staff.  While you may sneer at it because it's a lower-range Blink Dagger, it helps many initiators get the mana pool they need, and it gets you, or your allies, out of tight spots.  It's an easier build-up than Blink, and about the same cost.  I recommend buying the Staff of Wizardry component first, and if you change your mind, there are lots of other things you can build into.

7.05 - Low-Tier Meta Teams

Well, I'm back.  For a bit... school is taking it's toll!

Here's a list of meta heroes as of 7.05, from high-winrate heroes, for the sub-2k bracket:

Mids:  

- Zeus
- Necrophos
- Silencer

Carries:

- Wraith King
- Spectre
- Ursa
- Chaos Knight

Supports:

- Crystal Maiden
- Warlock
- Lich
- Omniknight
- Vengeful Spirit
- Jakiro

Offlaner Farmers:

- Abaddon
- Axe
- Spiritbreaker
- Centaur

High Win-Rate Team Ideas for Sub 2k MMR

Dual lanes:

#1:  
Mid:  Zeus
Safe:  Wraith King + Crystal Maiden
Offlane:  Abaddon + Venge

#2:
Mid:  Silencer
Safe:  Ursa + Warlock
Offlane:  Axe + Centaur / Spiritbreaker (basically, just cut the wave or crap on your enemies)

#3:
Mid:  Necrophos
Safe:  Chaos Knight + Warlock
Offlane:  Omniknight (farming) + Jakiro (harass early with liquid fire)

Solo offlane with Jungler

#4:  Crap on their mid and their offlane
Mid:  Axe (vs. melee mid) or Jakiro (vs. ranged mid) - this is "crap on their mid and push"
Safe:  Spectre + Lich
Jungle:  Ursa (ganks safelane at L3 with 1-1-1 build)
Offlane:  Spiritbreaker
Idea:  Spectre / Spiritbreaker give you a global presence, and Axe + Lich give you teamfight.  A mid-Jakiro gives you pushing power, and shuts down their mid, or more teamfight (backs up Ursa).

#5:  Maximum Healing, Greedy Lineup
Mid: Abaddon / Necrophos
Safe:  Necrophos / Abaddon + Warlock
Jungle:  Wraith King (a bit of a stretch, but can work with Vamp Aura)
Solo Offlane:  Omniknight
Note:  This is a very greedy lineup.  Jungle WK is a bit slow, but worth giving up levels in the offlane so that Omni can get solo XP and a bit more farm.  Midgame, your WK should never die, nor your Abaddon.  You are low on stuns, so Necrophos should get a Rod of Atos or ultimately a Sheepstick.

Wednesday, May 11, 2016

6.87 - Good Meta Heroes to Play

Any healer:  Necrophos, Abaddon, Omni, Phoenix (Sunray OP right now), Treant
Melee Carries:  Ursa, Sven, WK (Viper, DK, Chaos Knight, Jugg, Legion Commander)
Ranged Carries:  Medusa, Weaver, Drow, Outworld Destroyer, Luna
Nukers:  Zeus, Crystal Maiden, Ogre, Jakiro
Supports:  Lich, Disruptor, Witch Doctor, Warlock, Venge
Roamer/Offlaners:  Spiritbreaker, Slardar, Nightstalker, Centaur
Junglers:  Enigma, Chen, Nature's Prophet

Heroes with Greatest Stat Gains (6.86)

Highest Average Stat Gain (top 10)
Silencer
Venge
OD
Invoker
Centaur
Ogre
Winter Wyvern
Treant
Naga
Dazzle

Highest Average Starting Stats (top 10)
OD
Meepo
Bane
Winter Wyvern
Riki
PL
Leshrac
Bloodseeker
Tusk
Storm Spirit

Highest Starting Primary Stat (greater than 25)
Riki (34 Ag)
PL (29 Ag)
Spirit Breaker (29 Str)
Jakiro (28 Int)
Tinker/Skywrath/Silencer/Rubick/Lina/Dazzle (27 Int)
Venge (27 Ag)
Juggernaut/Drow (26 Ag)
OD/Leshrac/Pugna (26 Int)
Tiny/Legion/Doom (26 Str)

Conclusions:
These stat rankings show how a hero might have “an edge” in the current patch, but his abilities and role in the meta play a larger part.  However, stats provide a useful perspective in terms of which heroes might become popular in a new meta (I predicted Slardar’s re-appearance in 6.84 because of his excellent stat gain and other buffs he received).
One of the reasons that OD is considered top-tier right now, is that both his starting stats and stat gain are excellent (in addition to his useful laning abilities and AOE ultimate).
Similarly, Winter Wyvern is a popular support in part because he’s not that squishy and has useful abilities, including a BKB-piercing ult and a heal.

Stats don’t paint the whole picture!  For example, while it would seem that Riki’s starting damage should be massive, based on high Agility, it’s actually very low (40 avg).  He actually needs about 10 levels before he even catches up (stat-wise) to other heroes’ average damage! (of course, he does have abilities to make up damage in other ways).

Magic-Resistant Heroes

Magic Resistant Heroes by Role:
Pipe Carrier / Offlane:  Centaur?  Elder Titan?  Pudge?
Carry:  Meepo / Ember / Anti-Mage (Lifestealer  - Rage?))
Supports:  Rubick + Visage (Omniknight – Repel?)
Mid:  Huskar / Viper

Other items:  Infused Raindrops

Example:
With Rubick + Pipe Aura…

Formula =
1 - (1 – Base Hero Resistance) × (1 – Ability Added Resistance) × (1- Pipe Aura) x (1- Rubick Bonus) = XX.X resistance

Anti-mage would have (L4 Spell Shield):
1 - (1 - 0.25) × (1 - 0.5) × (1-0.10) x (1-0.22) = 73.7% resistance

Huskar would have (at or below 10% hp, L4 Berserkers Blood):
1 - (1 - 0.25) × (1 – 0.5) × (1-0.10) x (1-0.22) = 73.7% resistance

Viper would have (L4 corrosive skin):
1 - (1 - 0.25) × (1 - 0.25) × (1-0.10) x (1-0.22) = 60.5% resistance

Visage would have (L4 Gravekeeper Cloak, max layers):
1 - (1 - 0.10) × (1 - 0.64) × (1-0.10) x (1-0.22) = 77.3% resistance
Add: Glimmer Cape = 81.8% resistance

Total magic resistance = 1 − ((1 − natural resistance) × (1 − first resistance bonus) × (1 − second resistance bonus) × (1 + first resistance reduction) × (1 + second resistance reduction))

Note:  While magic resistance % increase shows diminishing returns, effective HP vs. magic damage still increases in a linear fashion.

Hero Spotlight: Slardar (6.87)

In Dota 2, Slardar is not known as a terribly hard carry, as even though his skill set is excellent, he does not scale as well as some of the harder carries (like Anti-Mage, Spectre, and Phantom Assassin), 

Pros:
  • Excellent stat gain
  • Good Blink-Initiator
  • Sprint gives good mobility
  • Excellent Physical-Damage dealer
  • Abilities pierce BKB (physical)
  • Built-in Bash
  • Needs very few items to "come online" and start ganking or fighting
Cons:
  • No teamfight ultimate
  • Needs attack speed items
  • Sometimes hard to find a place to lane him

Item Build Ideas:

Slardar Pushing Carry:
Start: Tango, Mango, Quelling, Circlet
Early:  Boots, Wand
Core:  Powertreads, Maelstrom, Blink, TP
Situational:  BKB, Desolator, Vlad’s
Lategame:  Mjolnir, AC, Heart, BoT, Moonshard

Slardar Offlane / Ganker
Start:  Tango, Mango, Shield, Potion, Branches
Early:  Boots, Wand/Stick, Infused Raindrop, Bottle
Core:  Blink Dagger, Power Treads, Echo Sabre
Utility:  Blade Mail, Pipe, Vlad’s, Crimson Guard, Lotus Orb, Halberd
Luxury:  AC, Heart, BoT

Teams w/Slardar:

#1: Armor Reduction
Tri-Safelane:  Slardar, Dazzle, Venge
Mid:  Shadowfiend / DP / DK
Solo Offlane:  Elder Titan / Bounty / Lone Druid / Enchantress
Ban:  Omni, Viper/OD

#2: Snowball
Dual Safelane: Ember + Jakiro
Mid:  Viper
Dual Offlane: Slardar + Lion

Ban:  Doom, OD?

Sunday, April 17, 2016

Spotlight on Naga - how to abuse Song

A brief list of abilities you can use while Song is active, or just before cancelling Song:

Warlock – Upheaval channel
Undying – Tombstone spawns zombies during Song
Elder Titan – Set up an Earthsplitter
Enchantress/Chen – get Creeps in position
Brood – surround with spiderlings
Shadow Shaman – easy surround with Wards
Jakiro – pre-drop Macropyre, then quick Ice Path after Song cancelled/ends
KotL – charge up an Illuminate for when Song ends
Techies – lay mines right on top!
Enigma – easy setup for Black Hole (Naga must cancel Song)
Dazzle – allow Weave to tick a bit longer on your team before engaging
Invoker – drop an Ice Path perfectly
Phoenix - Supernova channel, cancel Song before it pops
Kunkka - Cast Ghost ship, cancel Song before it hits
AA – Drop a few Vortexes on enemies

Too much carry? Build these items...

Updated for 7.05

If your dota 2 pub team drafts yet another carry hero, you should abandon the typical item build patterns for your hard-carry hero, and focus on items that will allow you to be effective earlier in the game.  Most of the builds shown in the in-game list assume you have a balanced team, with supports that will get you through the early and mid-game, so you can be a powerhouse later.  Well... that might not happen in pubs, so adjust your item builds accordingly.

Here's a list of some items that are easier to afford / assemble, and will also allow you to be more effective, sooner in the game:

Infused Raindrop:  Perfect for the mana-starved, squishy carry, who's up against magic burst.  This item will save your life, especially when you don't have a support who will die for you...

Power Treads:  these are a good, cheap, flexible item.  Tread-switching to a different ability might just give you the survivability (Str) or Mana (Int) you need.

Drums:  Sometimes thought of as a support item, but it gives a lot of stats for the price, and it's "cheap" on item slots for the stats that it gives.  Good to buy if your hero is squishy.  Drums are now an intelligence-hero equivalent of an Aquila.  Generally better on supports, now.

Ring of Aquila:  Normally bought on agilty heroes that need mana, gives a little starting boost to damage, armor, and mana regen. This is now a neutral item.

Solar Crest:  Although the Medallion is normally thought of as a support item, the Solar Crest is actually quite amazing, and gives your squishy carry both survivability (armor/evasion) and mana regen which can make them very effective in the mid game, especially with lockdown + armor reduction on enemies.

Dragon Lance:  For ranged carries who need bulking up, this is a great item.  The range bonus is great and aids your positioning, but early-on, you mainly want it for stats.  Builds very nicely into the Hurricane Pike for more mobility.  Against some opponents (Clockwerk, Ursa, Riki), you might even build the Force Staff first!

Vanguard (melee heroes):  My experience with this item is that it makes you extremely durable in the early and mid game.  Often sneered at in favour of damage items, this item really bulks up the squishier carries (like PA), and directs you toward building a Basher (quite a good item, and inconvenient to your opponents who like to TP away), and eventually an Abyssal.  Do NOT build this if you already went for a Poor Man's Shield - if you go too defensive, you won't do any damage and will still be ineffective in midgame fights.

Vladamir's Offering:  Not to be underestimated - this item is easily assembled, and gives lots of little bonuses.  You can also hang onto it for most of the game.  Just make sure someone else isn't also buying it, as more than one is a waste.  If you need your own lifesteal and someone else is getting Vlad's, get Helm of the Dominator.  just get a straight Morbid Mask, and later build into Satanic.

Maelstrom:  this weapon does surprising damage with its procs, and acts as a farming item as well.  If your hero is pretty good on survivability and/or has an escape ability, this might be your first go-to item.  You can keep this a long time before building into Mjolnir - it gives you damage but little else.

Sange and Yasha:  for Str and Agility heroes, this gives a lot of what you need to be effective mid game:  survivability, damage, and chase/speed.  It's easy to assemble out of lower-cost parts (mostly), and even the Sange or Yasha is quite effective on its own.  Can also be disassembled later for Halberd + Manta, or Silver Edge + Manta.

Black King Bar (BKB):  Sometimes you just need magic immunity early.  Don't dismiss this item because it doesn't give as much damage as you'd like, for the price.  Sometimes, having one means being in the fight instead of running for your life or getting blown up instantly.

Rejected (7.05)

Helm of the Dominator:  This used to be a great item for stats, but they nerfed it a lot, and now it's more of a support item.  However, do not underestimate the power of creep buffs!

Other Items for Mid-Game fighting carries:
  • Phase Boots (good for chase or if hp is already decent)
  • Crystalis (good if your damage is already high and you just need more damage)
  • Armlet (str carries)
  • Mask of Madness (nerfed then buffed - good again, but only on tougher heroes)
“Race Car” Carry:  Phase Boots, Windlace, S&Y / Manta.  For S&Y, get Yasha first for the speed.

Your item slots might look like this:
  • Power Treads or Phase Boots
  • Drums or Aquila
  • Maelstrom
  • Sange and/or Yasha
  •  TP scroll
  •   <Hero-specific item (Blink, Soul Ring, Hp or Regen item, etc)  or “leftover” starting item (such as a shield)>

Low-Tier Picks for Higher Win Rates (6.86)

Tired of picking Pudge, Invoker, Spectre and Juggernaut?

The following heroes have lower pick rates (<10%) in low-tier pub matches, but >50% average win rates:
  • Elder Titan
  • Centaur
  • Beastmaster
  • Lycan
  • Treant
  • Ancient Apparition
  • Jakiro
  • Warlock
  • Undying
  • Nightstalker
  • Veno
  • Abaddon
  • Sand King
  • Dragon Knight
  • Medusa
  • Chaos Knight
  • Dazzle
Stats pulled from Meta Analyzer on http://dotapicker.com/pubmetachanges#/v1_6.86f/v2_6.86

Spotlight on Zeus 6.86

Spotlight on Zeus
Zeus is a hero who seems to dominate the lower brackets, but is rarely picked in the pro scene. Let’s look at pros and cons first:
Pros:
  • Extremely high magic damage
  • Can snowball heavily
Cons:
  • Poor mobility
  • No lockdown
  • Squishy
  • Slow attack animation / difficult to last-hit without Arc Lightning spam
  • Falls off lategame / no lategame synergy
  • Easy to steal kills from carries
How to Play Zeus
You need to like playing from the back lines.
Use your ult at the start of a teamfight, as the first blows are struck, not at the end. Not only does this make the enemy team less likely to be aggressive, but it also allows your carries to get the kills rather than you stealing them all later.  
Stealing kills is bad because Zeus is mediocre in late game when nukes do less against high health pools, and BKBs are commonplace.  Yes, Zeus has static field, but that's more about chip damage than serious wounds.
Ground-Targeting Lightning Bolt can check high ground, and also reveal hidden enemies.  It's an under-used and highly useful application of the ability. You can also kill enemies by ground-targeting the lightning bolt - it actually has a 325 search range, and will hit the closest enemy in that area.  You can also get extra range out of this (700 cast range + 325 search range).
How to Counter Zeus
Items
  • Magic Stick/Wand:  Zeus relies on spamming his spells, both in lane and in teamfights.  You are almost guaranteed to get a ton of charges.
  • Buy a Pipe. This is almost non-negotiable if you ever want to teamfight – starting teamfights at half health is not fun.
  • Supports buy cloaks / glimmer capes:  it's almost always worth buying even just a "casual cloak" against Zeus. Even a L2 ult + L4 Lightning Bolt = 700 damage.  A cloak brings you innate magic resistance from 25% to 36.25%,   Instead of 525 dmg from the combo, you take 446, or 80 less damage - that's pretty good for a 550-gold item.
  • Smoke to avoid Thundergod's Wrath when running away – it will reveal but not damage you if you are “invisible”.
  • Blade mail can be good if you are tanky, or are a high-priority target that people tend to jump on. It may not save your life, but at least it hurts Zeus!
Heroes
  • Gap-closers with decent Hp are very good (Spirit Breaker good, Storm Spirit ok),
  • Burst heroes (Skywrath, Spectre, Lina, QoP), to prey on squishy Zeus.
  • Silences (Death Prophet, Drow, Skywrath, etc)
  • Pugna, because Zeus wants to be able to spam his spells without getting zapped.
  • Anti-mage, 'cause... he's an anti-magic hero.
Tactics

  • Gank him frequently, especially if he goes mid. He has no escape or stun, and only gets stronger once he has items (mana regen, mobility, hp)
  • If you find that teamfights aren’t quick, decisive affairs, try targeting Zeus earlier, so he can’t spam his spells.
  • Jumping on Zeus and killing him before he can ult greatly increases your chances of teamfight success.

Tuesday, March 8, 2016

Repost: A Checklist of Dota2 Mechanical Skills

by dorjedor on reddit:

Checklist for a good DotA mechanical skills:
  • Good map awareness/mini-map awareness.
  • Good last hitting and denies.
  • When to dive or to back off.
  • When to farm, to gank, to save teammates, or to run away.
  • Carrying a TP (you can't have enough TP).
  • Rune spawn time. Rune is an instant cheat provided by the game, abuse it.
  • Resetting creeps/tower aggression.
  • When to push towers and barracks.
  • When to buyback, as well as know when to save buyback gold.
  • Communication with the team/capability to figure out their intention.
  • Ability to figure out the opponent's intention.
  • Always make missing calls, repeat every minute/half a minute.

Tips & Common mistakes:
  • Don't overextend, your life is worth more than theirs (unless you can get 2-3 kill for it).
  • Finish the game ASAP. Comeback gold is terrifying (this is also your hope if you're playing from behind).
  • Positioning do very well in a teamfight, more if you're a ranged hero.
  • Know who to focus your target on (hint: squishy supports before carries and save tank for last)
  • A cheap item in the beginning of the game is a good investment. Stop buying those and move on the more expensive item as the clock ticking in.
  • Killing heroes worth a tons more of gold and exp than creeps, but it also applied to you so know your limitation.
  • Always carrying a TP.
  • Stout Shield/Poor Man's Shield is a lifesaver early game.
  • Orb of Venom is a beast early game.
  • Changing Power Tread to Str (or Int) could save your life more often than you imagined, even more so if you're a squishy carry/support.
  • If you can kill, go fight. If you can't kill, go farm/split push.
  • Watch your reliable gold, try to spend as less as reliable gold as possible during late game for buyback purposes.

A quote by dorjedor:
Or:  "How to play Dota 2 in 2 short sentences"
“If you can kill, yes.  If not, then continue farming until you can kill.”

Tuesday, January 26, 2016

Dota 2 Common Mistakes

Common Dota 2 Mistakes to Avoid

From a Reddit Post.  <source needed>

* Trying to defend a T2 tower when the enemy has better teamfight / Aegis / more players at the tower.
* Using glyph on a T2 tower that is sure to die / not being defended (better to delay and force them to fight uphill)
* Fighting instead of disengaging when the fight is in an area where we have no vision and there is no map objective.
* Chasing a wounded enemy for a really long time with no vision of where they are going.
* Trying to kill Roshan without having any vision around the pit and without having vision of most or all of the enemy team.
* Trying to contest Roshan without vision / without the whole team / against a team with better teamfight.
* Saying "we need to end fast" and trying to push onto the high ground with the entire enemy team alive (without having a massive advantage) instead of containing the enemy team to their base and farming the entire map to gain the necessary advantage.
* Not having TP/BoT at all times after a few minutes into the game.
* Staying in lane and trying to farm with very low HP.
* When defending a tower, running out in front of it to fight instead of forcing the enemy team to fight under the tower. (Or, running down off the high ground instead of forcing them to fight uphill.)

Zrog's Additions:


  • Movement:  after blowing your abilities, unless you are a hard carry with right-click items, you should back away from the (team)fight, then re-engage as abilities come off cooldown. (Exception: before L6, in small skirmishes, your right-click is still valuable).
  • Communication:  Always call out when an enemy is diving you under the tower.  If one or more teammates can TP to assist, it really punishes the tower dive (or at least deters the gank)
  • Split-Pushing Alone when you have no vision and the enemy team is off the minimap.  You are just asking to get killed.
  • Failing to Check the Mini-map Frequently:  I don't care if you're playing bots - you need the habit of checking the mini-map frequently.  Spend a few games focusing on creating this habit.

Monday, December 21, 2015

Tower Sieging with Dragon Lance

The following heroes can siege a tower without getting hit, once they have a Dragon Lance.  Towers have a range of 700.  These heroes have >700 with the Lance.

For reference, the Dragon Lance is:
+10 Damage
+10 Attack Speed
+10 Strength
+130 Range (Ranged heroes only)
Can be disassembled
---> Made from Quarterstaff + Ogre Club (no recipe)
---> Transition to Orchid/Butterfly + BKB/Sange

**Heroes are sorted by Role, then by Range (descending), then alphabetically.  Range data from http://herostats.io/#

Carries & Semi-Carries where Range >700 w/Lance:
  • Lina
  • Mirana
  • Clinkz
  • Drow
  • Windrunner
  • Nature's Prophet
  • Medusa
  • Silencer
  • Invoker
  • Death Prophet
  • Viper
Supports or non-right click semi-carries, Range >700 w/Lance
  • Techies
  • Arc Warden
  • Oracle
  • Witch Doctor
  • Warlock
  • Visage
  • Skywrath
  • Rubick
  • Pugna
  • Lion
  • Leshrac
  • Keeper
  • Disruptor
  • Crystal Maiden
  • Chen
  • Ancient Apparition
  • Io

Thursday, December 10, 2015

Global Mobility - Abuses and Synergies with Io

Hero Spotlight:  Io

I was reading the dotapedia on Io/Wisp, and it occurs to me that:

a) he's under-utilized and under-practiced at the pub level
b) if you and a carry practiced with him, you'd have a potent weapon on your arsenal
c) you could build a team around global mobility that would make it disgusting.

Things you need to know about Io:
- He doesn't give health regen to his tethered ally if he's at full HP
- He DOES pass mana to his tethered ally even at full mana.
- He's squishy.  He needs at least some items to make him less squishy (Bracer/Urn/etc).
- You only really need 1 point in Tether
- An early point in Overcharge is optional, otherwise, max spirits first.
- Always take your Ult at levels 6, 11, 16.

Good partners for Io are listed in the Dotapedia Entry, but I'll talk about a few more global line-ups that could be good, with balanced teams & lanes.

Yes, I know the Tiny + Io combo is the most common, so I'll try to show some alternatives.

Team Ideas (with Io):

#1
Lifestealer + Io safelane
NP Jungle
Storm Spirit mid
Spiritbreaker solo offlane

With Agh's on Lifestealer (which is weird, but ...you can put another hero in the Infest, and zip around with Storm Spirit, even without Io!)

#2
Sven + Io + Crystal Maiden safelane
Puck mid
Dark Seer solo offlane

Crystal Maiden is on the team for mana regen.  She can also jungle a bit with Frostbite, and stack for Sven.  Dark Seer Synergizes well with Puck's Dream Coil and Sven's Storm Hammer and CM's Blizzard.

#3
Slardar + Io + Ancient Apparition safelane
Pudge mid
Legion Commander solo offlane (or pick Doom, to deny him to the enemy team!)

Legion commander's heal can be cast on Io w/Tether to multiply its effects!
One of Pudge's main problems is lurking around, hoping for a gank opportunity.  What if you could bring him where he's needed for a quick Dismember?  Sven is usually limited by his mobility - but not anymore!  You leave AA in the lane while you go gank, so he can get a good Ice Blast from cross-map.



Positions 1 through 5 - Farming Priority & Laning

Every Dota 2 team line-up can be classified by the priority ranking by which each hero is given some of the available farm (ancients, neutrals, lane creeps) on the map.  These positions also relate to where these heroes get laned, and the roles they play on the team.

Summary:
Position 1 = highest farming priority, safest farm (hard carry)
Position 2 = 2nd highest farming priority (mid lane carry or mid ganker/semi-carry)
Position 3 = third-core or utility hero (solo offlane)
Position 4 = greedy support or utility hero (roamer or tri-lane pulling)
Position 5 = low-item support, "ward bitch" (lane support for position 1)

Safe vs. Offlane:  Definition

The easiest definition of safelane is:  the lane closest to your team's jungle, either at the top (dire) or bottom (radiant) of the map.

Up to patch 6.85, the radiant offlane was considered to be easier than the dire offlane, because you could side-pull the large camp into the lane.  You used to be able to stack the Dire Ancient camp from the Dire Offlane, for later farming with your offlane hero (such as Tidehunter or Beastmaster), later map changes to the Rosh pit and Dire Ancients made this impossible, and much less convenient for Dire.

In patch 6.86, significant map changes were made, moving neutral camps around and changing pull timings, such that dire and radiant offlanes are a bit more balanced (hopefully).

Lane Setups and Positions

The most typical team-based lane setup is A, or sometimes B.
The most typical pub setup is C, but is becoming more common in pro play.
Pro teams have also run D and E ... but it's not very common, and is done in specific circumstances.

A) Safe Tri-Lane, solo mid, solo offlane (1-1-3)

Position 1, 4, and 5 in safelane.  Position 4 may be jungling.
Position 2 in mid
Position 3 solo offlane (usually against enemy tri-lane)

B) Aggro Tri-Lane, solo mid, solo safelane (3-1-1)

Position 1, 4, and 5 in offlane, against enemy safelane tri or dual lane.
Position 2 in mid
Position 3 in safelane, solo against enemy solo offlaner.

C) Dual Offlane, solo Mid, Dual Safe (2-1-2)

Position 1 & 5 in safelane (against enemy solo offlane or dual lane)
Position 2 in mid
Position 3 and 4 in offlane* (against enemy safe tri-lane or dual lane)
*Pro teams may run Doom + Lich in this setup, in the offlane, or some very aggressive laners, such as Tusk + Undying or Spiritbreaker + Bane.

D) Dual mid, Dual Safelane, solo offlane (1-2-2)

Position 1 & 5 in safelane
Position 2 & 4 in mid lane (e.g. Tiny + Io)
Position 3 in offlane


E) Dual Offlane, Dual Mid, Solo Safe (2-2-1)

Positions 3 and 5 in offlane
Positions 2 & 4 in mid lane
Position 1 in safe lane (solo)


Wednesday, December 9, 2015

Positioning Videos

I just found and watched a video by slasher that shows some of the best positioning tips that I've seen in awhile.  He discusses using camera positioning and team-positioning to prevent the enemy from getting good engagements and ultimates.

This is Slasher's "Road to Top 200", focusing on Windranger.  However, the tips he gives are applicable to many engagements.


Positioning and Zone Control, by FiercE:

I like this video more because it talks about some very basic things, that new players don't even think about.  I find the information he shares to be most valuable to support players who are wondering what to do in team fights, and how to stay alive when low on farm.


Teamfight Analysis of Positioning:

A very chaotic teamfight between Na'Vi and C9, broken down to enable you to see why each player on Na'Vi is doing what they are doing.



6.85 Popular Heroes

Links:

Pub Tier list on DotaBuff (Article)

Competitive / Pro Tier List (Article)

Discussion / Observations:

There's actually a trend AWAY from heroes with Primary Stuns.  The number of disables that a pro team drafts in general has gone down.  Heroes with longer-range disables are favoured (Gyro missile, Wyvern ult, etc).

"Skillshot" spells are still very popular (Tusk Ice Shards, Lina LSA, SFiend Razes), although different from before (Pudge, Mirana, Earthshaker are less popular)

Trending towards semi-carries as supports, or offlaners as supports (Tusk, Undying, etc).  Emphasis on early-fight heroes and tougher heroes and supports (use of Bounty Hunter, Dazzle, Bane, Ogre, Earthshaker).    Squishy supports are much more rare. Emphasis on roaming supports in the 4-position that can "make plays happen".

Flash-farming carries are much more popular.  Anti-mage is still somewhat popular because of his ability to get ahead in farm once he gets core items.  Carries that can do well throughout the game are favoured (SFiend, Ember, QoP, Alchemist).