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Team coordination is critical! (by a PlayDOTA.

com forum contributor)


Every phase of the game counts. The beginning of making a decent team clash is to have a decent laning phase. Be aggressive throughout the game. Most teams fail at this and rely too much on farming or jungling. DotA switched their metagame style to be more active. Try to pick heroes that have some presence during each of the phase of the game (laning, ganking, team clashing). Sometimes, if you do pick heroes that don't excel well during the early game phase, gain some levels and start harassing them out of the lane asap. If you let them gain levels or items, it'll be difficult to end with a good clash. Map awareness is important. Having alert teammates tell you when heroes are gone or watching forward timers are very important when you're against a team who's really aggressive. However, don't just rely them to call it. Everyone needs to look at the mini-map so there isn't any excuse at all when you fail to see heroes missing on the map. Cycle your roles. You have to let everyone cycle roles from time to time. Let carriers be the supports to understand each other's problems and to know where your teammate's strength lies. Sometimes, your line-up requires a stronger early game than a defensive late game. Everyone should learn to last hit to kill/deny creeps. Playing a full support hero requires you to have minimal funds and usually have a hard time to farm. That's why it's ideal to have someone who is both a fast caster and a decent farm to play heroes such as those. Having practice playing as a farmer helps with last hitting and deny which can be helpful if you're playing in a trilane/duel-lane. Everyone should carry a Town Portal (TP). Your carries should have decent map presence as well while they're farming. Having a TP right before a in a crucial clash may help your team out with the odds which in return helps your team with both money and exp. It's not always about getting your items but rather getting your hero when it's needed. Separate your stuns. When ganking as supports, call for who will stun first. Having multiple stuns activated will decrease the duration of stuns. Don't be greedy. Everyone needs money especially the carry heroes. But it does not mean you should always allow your main carrier to get the money. Kill your opponents fast before they escape or their conformance arrive. Sometimes, it's important to have your supports gain extra money for a dagger/force staff and even wards or dust. Kill the important heroes if possible. When clashing, always know who's more important to kill for both your team and your opponent's team. Don't get baited to waste your skills on a tank. More important heroes have relatively low HP. Game changing heroes are heroes with big stuns which are apparent throughout the game. Usually carries don't have to be killed at first since usually they can escape after taking a couple of stuns. Even killing their supports will help your team out with encountering less disables. Be the first to stun. This can be rather difficult sometimes, but this will help your team out to start a clash since you'll be in an advantage of 5v4 or better. Spread out. You don't need to hug each other when you clash or gank. Spread out even a little if it helps. There are a lot of AoE stuns that can stop everyone if you stay close. When you need to huddle for a buff, do so briefly and disperse immediately.

Stay focus on who your teammates are killing. While spreading out, there is a tendency that everyone will disperse and try to kill by themselves. That is sometimes not ideal since fleeing opponents will get close to the base and may return with reinforcements. Try to kill all together if you can and watch the map. I hope any of those makes sense when you clash next time. ====================================================================

Types of Heroes (by NinjaMovesPro)


IMHO - Players should practice at least 3 heroes from each subcategories in case of ban & pick from enemy team in Captain Mode. Carry Carry Heroes are the heroes who would get most share of the gold and experience in the game. The reason for this would be their task in coming team battles. That task is to be killing machines. They are the ones who would inflict the highest amount of damage they could in team battles. This is the main reason why they are called 'Carry' (because they carry the team to victory). Support By the name itself, they support the Carry heroes and team. They provide safety for the Carry heroes and other team mates, they make killing easy for Carry heroes and they disrupt the opponents to have more farm than their carry heroes. Subcategories of Carry Heroes Tanker A tanker is a type of Carry hero in which his farming and leveling aims to be equipped with high HP and Armor. His role in a clash is to take all the dangerous skills to prevent his team mates from dying instantly. He can also serve as a bait. Good teams won't attack tanks at once in battles, instead they try to kill other heroes. This reason needs this tank to also improve inflicting high damage. Radiance works perfectly for tanks so they won't be easily ignored. If team lacks with Initiator Hero, Tank Hero must stay @ frontlines when two teams clashed.. Examples of Tanker-Carry Heroes: Bristleback Centaur Warchief Treant Protector Axe Goblin Shredder Semi-carry A Semi-carry hero is type of carry which is useful early game. It would have good nukes or disable skills that helps a lot in dominating the game early. After doing great in early game, they don't lose their power till late game. They can still stand up to carry the team having the necessary items.

Examples of Semi-carry heroes: 1. Shadow Fiend 2. Rogue Knight 3. Queen of Pain 4. Priestess of the Moon 5. Night Stalker Hardcore Carry These are the heroes who are definitely useless early game. They don't have disable skills that are good enough to dominate early game. They rely much on normal attack and item dependent. However, if they happened to got farmed up, they can kill anyone who stands in their ways beating even most of the semi-carry heroes. With their high DPS and attack damage (some includes bash, critical), enemy heroes won't last for 3 seconds getting focused by these heroes. This is the reason why they gank enemy heroes and being ganked by enemy heroes a lot early game. pro-teams end the game before their time comes. Examples of Hardcore-Carry Heroes: 1. Troll Warlord 2. Phantom Assassin 3. Faceless Void 4. Anti-Mage 5. Terrorblade Ganker Many are confused about this. Ganker heroes aren't only for supports. Carry heroes also gank. In fact, these heroes are more effective gankers. They can kill alone. Examples of Ganker-Carry heroes: 1. Demon Witch 2. Storm Spirit 3. Clockwerk 4. Tinker 5. Faerie Dragon Subcategories of Support Heroes Babysitters These are the heroes who stay on their lane to protect a carry hero. They often have healing skills, mana regeneration skills, mana sucking skills for opponents, nukers to harass the opponents and other skills that will protect the carry hero. Examples of Babysitters: 1. Warlock

2. Dazzle 3. Ezalor 4. Omniknight 5. Nortrom Roamers These are the type of support heroes that move a lot around the map to help carry heroes kill their enemies on their lane. They often have disabling skills to make killing easier and to assure that the gank won't end up to a chasing round. Examples of Roamers: 1. Vengeful Spirit 2. Crystal Maiden 3. Rogue Knight 4. Witch Doctor 5. Venomancer Initiators These are the heroes meant to surprise the opponents in team fights with their game-breaking skills. They have good AOE spells that are viable in clashes and mostly neutral Dagger users. 'Initiator' is the term used to describe them because before they are often used as the starter of the fight. This term makes it confusing because AOE spells like ravage can also be used as back up skill. They can either choose to initiate or enter while the fight is going. These heroes may be supporters or not but most of them are supports that's why they lie under support category. Examples of Initiators: 1. 2. 3. 4. 5. Enigma Earthshaker Leviathan Magnus (example of non-support initiator) Admiral (example of non-support initiator)

Pushers It's quite easy to understand that their role is to push. They have skills that makes them capable of clearing up enemy creeps fast or summon units that can tank and damage the opponents tower. Again, these heroes may or may not be supports. Examples of Pusher Heroes: 1. Holy Knight 2. Prophet 3. Tormented Soul 4. Enigma 5. Shadow Shaman

Most heroes have 2 or more roles but it depends on how you're going to play it. For example, Prophet (Furion) is a good Pusher but he can also be used as semi-carry and roamer. Most of Dota heroes are hybrid, what's important is knowing the best role for them in given situations. ==================================================================== Analyze Your Differences (Are you a Pro or Newbies?) by NinjaMovesPro People would often rate a player based on how well they play. Players that play superb and are inspiring players would often be called 'Pro'. If a player is called professional, he should be earning from that game but we love to exaggerate things so we call them Pro. Most people tend to call uninspiring players as noobs but I prefer calling them newbies because noob, for me, is a very hurtful word. We all started from being ignorant of the game so calling a person noob or dumb is way too heart-piercing. Are you wondering what are the qualities of Pros have that are not present to Newbies? What are the things done by newbies that make them uninspiring and prone to criticism? Here are some things that separates Pros from Newbies: Newbies: I'll do what I feel like doing. Pros: I'll do what should be done. Newbies: I will execute my plans no matter what. Pros: I will wait for the perfect timing to execute my plans. Newbies: I will pick these heroes because they are strong. Pros: I will pick these heroes because they have perfect chemistry and they can counter the opponent's hero lineup. Newbies: I died. It's time to blame my team mates! Pros: I died. I'll be more careful and alert next time. Newbies: The opponents are so strong; I'll quit and find weaker opponents. Pros: The opponents are stronger than me, I should learn from them and try to beat them as soon as possible. Newbies: Damn, gankers are behind me. I'll click so fast towards the fountain, there might be miracles that I may live. Pros: Gankers are now behind me, I should try to make them chase me at the forest and increase my chances to survive. I'll try to buy items and not waste my gold from my death. Newbies: The opponents are pushing! They appear so strong, I don't know what to do but, CHARGE!!!!! oops, I died. Pros: The opponents are pushing, I should find a good position to spam their creeps to death and wait for my teammates to set. Newbies: That hero is one hit away from death, I'll chase him though I don't have mana. He might be a noob and press hold. Pros: I will not chase that dying hero for there is no possible way of killing him. I will just put myself in danger. Newbies: The hero retreated when I was about to gank him; this is a pub game, grrrr!! Map hack!!! Pros: There might be wards here or he's just careful. I'll buy sentry wards to destroy his wards so I can gank him easier.

Newbies: My opponents need me but there are still a lot of creeps to give me more gold. I'll just tell them I don't have a TP scroll. Pros: My opponents are about to engage in a team fight, it's time to buy a TP scroll. Newbies: I will not buy observer wards, it's a waste of 200 gold. Pros: It is better to spend 200 gold for observer wards than to waste more gold from dying. Newbies: Grrr... I will not waste my time waiting here for nothing; I should gank him even though a tower is next to him. Pros: I'll wait for better chances because I can't afford to die from ganking impatiently. Newbies: I was stunned, stunned and stunned to death darn! There's no way I'll survive this lane! Pros: I know what are the things that the heroes of my opponents can do. If they are going to execute their combo, I have plans on how to survive and counter their attacks. Newbies: I will steal more kills so I'll be famous. Pros: I'm playing support role it's better to give the kills to our carry to give him more farm. Newbies: It's clash time! Oh, a Bristleback! (Centaur, TideHunter,.etc) Attack!!!!! Pros: Their tank is baiting we should find a way to find their most dangerous hero before we kill this high hp but low attack damage hero. Newbies: My opponents are all hitters (almost no magic) but I'd still buy BKB because I saw vigoss bought BKB and own his opponents. Pros: I will buy items that will increase my armor to limit the opponents damaging potential. BKB is such a waste of 3800 gold, buying HP items would be a better choice.

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