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Dota 2 - Advanced Gameplay Guide

Forum Index > Dota 2 Strategy 1 2 All
 
 mTwRINE   Germany. July 22 2012 04:47. Posts 170
Profile # 
Most people playing Dota2 right now know about basic concepts like denying creeps, pulling neutrals camps, stacking neutrals camps before pulling, babysitting, hero roles etc, but I want to give you some ideas of how to improve your gameplay beyond that.

Note that this will be far from expert play and will miss alot of nice stuff you can do, since I want to focus on the most important things (can add more/wider topics when feedback is positive) and should work in public games very handy, while CM/IH/CW games could be above that level already.

My big topic will be Lanecontrol, since that phase is rather straight forward and has a huge influence on the overall outcome. As said I will skip the basic stuff (like laning the right heros, when to engage, who lasthits, items etc).

1. General early ToDo/Not ToDo
2. Antipush ( Im using this word to describe the fact, that the lane gets pushed towards you or that you achive that. In other context it describes pushing the wave away)
3. Deny XP
4. Most important: Pulling done right (with many pictures)
5. General advanced Moves (maybe everyone can add hints and we create a little collection)

a. If you go hardlane solo, always request ward or buy one yourself. Never ever go without warding, since you need to block the easy pullable camp and get vision to not get flanked when trying to get in xp range.

b. If you go trilane, go there asap to prevent them/their solohero from blocking your pullable camp. Check their hardlanehero for wards to judge your roaming routes/ganking chances on lane. If they have 1 ward left coming from river you obv. cant go gank through river, but smoke ganks will be alot stronger. With 1 ward left coming from lane they have anti-gank-ward on hardlane so he probably wont die/go close to creepwave even if you wait 5minutes in the jungle. Again smoke could solve and you have the option to deward to completly kill their early game.

c. If you wanna scare the enemy, dont rightclick him. You get creepaggro and they will stop fighting your creeps which will push the lane slightly.

d. When blocking the first wave, try to seperate them instead of blocking everything. If u manage to block 2 oder 3 creeps, the enemy creeps will have the stronger engage and there is a good chance your wave will be pushed leading to better lanecontrol.

e. If you die as a support hero, dont insta TP back to lane if not needed. Safe the money and TP cooldown in case you are needed on other lane to support. Also a basic but extremly important fact, always carry a TP as support and have mana for tp+supportspell in case the enemy team dives.


2. Antipush
[image loading]

Very straight forward. Start denying asap. If you dont dominate you should ofc try to make lasthits harder too, but if the enemy isnt even close to getting lasthits, both carry and you should antipush as much as possible and keep the wave where it is. On even lanes you might have to choose whether you want to antipush or deny with a hero like CM who can barely attack a denyable creep twice before it dies, while heros with faster attackanimation can. In that case deny>general antipush.
Antipush is EXTREMLY important and rarely done in public games. If you are close to your Tower, ganks from mid are alot harder, they can barely engage since they would have to towerdive, TP Ganks on your side are alot stronger while the other team doesnt have that option.


3. Deny XP
Dominating a lane also means that the enemy hero doesnt get xp. This only applys to dominated lanes like strong Dual or Trilane vs Solohero. As support you move between the fighting creeps and the enemy hero, but out of creeprange so you dont pull aggro when fighting. So he is forced to 1on1 you or hug the tower. If you trade even blows, which most support heros can early game, you will dry up their healthitems while your carry farms and could supply you with his regen. But most of the time the other hero wont challenge a strong lane. If you are Trilane the 2nd Support can pull, otherwise after a few minutes your carry alone can scare the enemy so you can pull now and then and threat the lane by standing close by.


4. Pulling done right

What you want to prevent, but happens 90% of games.

[image loading]


Pulling singlestack camps, especially when our lane is even/pushed to our side. Reason: The Camp will kill 0 or maybe 1 of our creeps and they will reenter lane, leading to a very heavy push.

[image loading]


As described above, having the lane pushed out has many disadvantages, while antipushed lane is very good.
Also if the lanes are even/pushed to our side, the enemys could get solid dmg on tower or our poor carry will tank some dmg/cant lasthit properly. So our good intend leads to several problems.
Worst case is Tri vs Sololane, since you can keep the enemy on level 1 with zero CS if done right while a random mate pulling singlecamp leads to big wave building up giving several levels/some farm to the enemy.

But how its done right:

When our Lane is pushed (f.e. u blocked the first wave really hard to let the enemy wave run into tower, or you tell your mate before ur going to pull and he starts to autoattack/pushing a bit) you pull a doubelstack, which is standard on advanced public level so the whole wave gets detroyed and the lane is back to roughly even pushstrengthwise.
On advanced level you have a few more options which are tough to pull off but alot faster and dont need to be setup beforehand.

Examples:

[image loading]


You stack the small camp on Dire and pull it at ~01s or 31s. Note that the stacked camp will destroy a wave without losing anything, so if u wanna farm it you have to start attacking asap. Pulling the big right camp is also possible but harder. Also the small ones are mostly ranged which leads to roughly 100+hp lost for melee heros every pull. Advantage is, thats its basically not interceptable/preventable.


[image loading]


Second option for Dire is to pull the big left camp into the 12 o clock one.


[image loading]


Radiant can make a hole into the treeline above the 6 o clock camp and pull the 2nd medium camp into it.


[image loading]


This one is avaible for both sides. Again its easiest to cut a single tree (axe or tango) and pull the big camp to the north or west. Note: If you pull to the north at ~52s, the camp will stack and eat creepwaves for breakfast, which makes Dire Trilanes very strong, but hard to pull off, since you need to control the level of antipush very closely.

Those Antipush/XP Deny/Pulling antics done right will destroy most public lanes if you are MMing with 1 or 2 mates, but as said require good coordination and working best on dominated lanes (strong dual/tri vs solo which wont happen all the time).




5. General

a. Ancient stacking as Carry.

[image loading]


You need: Carry with HoM and Battlefury. OR Someone who provides Creeps like Chen to stack the ancients or AoE by ability (Sven, DK, Luna, Tinker).
You overtake a Creep, focus on range and hp (not like in screen) and pull every ~52s.

[image loading]


Few stacks later you grab extra XP/CS when lanes are pushed out.


b. Ancient stacking as Beastmaster

[image loading]


When you are solo hardlane throw axes now and then towards the ancients (~52s, Radiant like pic, Dire from T1 tower) or if you mid solo, use Boar to stack them. When you grab a few Levels and Soulring or Manaboots or at least a Bottle you can clear them.


c. Abusing Smoke in Jungle

[image loading]


Some Heros have abilitys that do damage but dont trigger smoke. Simply stack a camp, use smoke and start casting. F.e. Dark Seer Iron Shell, Shadow Daemon Wave or Pudge Rot.


d. Pulling Waves with Syllabear

[image loading]


If you get thrown at hardlane or wanna troll the enemy team, move the bear into the wave between their towers, so he gets aggro and they will follow you.

[image loading]


In this case we drag them towards our tower to farm safely

e. The pulling works with every summon, like Wolfes, Treants, Spiderlings, Creeps from Chen etc, but some are harder to pull off since low hp/slow/die after time.


f. If you are pushing a tower, using the above method can help alot to get an enemy wave away.


g. If you start as Lich or Enigma, support your hardest Lane by consuming/converting the ranged creep to help the lane get antipushed.

[image loading]


As Lich you should also consume every time the CD is gone.



There are more shenanigans possible but I dont wanna overdo it for now. Feel free to give feedback or add other cool tricks.

v. 1.01 added Antipush description; added 5 e, f; g
Last edit: 2012-07-22 23:44:30
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 Catch]22   Sweden. July 22 2012 05:59. Posts 2340
Profile Blog # 
Great stuff!
Old Post

 
 SilverStar   Sweden. July 22 2012 09:04. Posts 5659
Profile # 
Thanks, great post.
Old Post

 
 anonymitylol   Canada. July 22 2012 09:30. Posts 1751
Profile # 
Good guide - every little bit helps to stop people from pulling single camps and pushing my lane! :D
I like Dota 2.
Old Post

  blahz0r   July 22 2012 09:46. Posts 2138Profile # 
You have a typo/misunderstanding for #2. It should not be called "antipush". Antipush would be spells able to slow/stop a push such as Fissure or Crypt Swarm
 
Old Post

 
 BlueRoyaL   United States. July 22 2012 09:51. Posts 2381
Profile Blog # 
yeah true, but people understand what it means. maybe "reverse push"? haha
WHAT'S HAPPENIN
Old Post

 
 figq   July 22 2012 10:27. Posts 9625
Profile Blog # 
Thank you very much, good sir!
If you stand next to my head, you can hear the ocean. - Day[9]
Old Post

 
 Stoli   Canada. July 22 2012 10:58. Posts 148
Profile # 
Great post, I didn't see anything new for myself though (Except the timing on pulling small camp You stack the small camp on Dire and pull it at ~01s or 31s which I will definitely get in the habit of using). Personally I'm not a big fan of Radiant BM stacking, but it's good to be aware of the option. I fucking love it on dire though.


On July 22 2012 09:46 blahz0r wrote:
You have a typo/misunderstanding for #2. It should not be called "antipush". Antipush would be spells able to slow/stop a push such as Fissure or Crypt Swarm


"antipush" is an odd term for it, agreed, but afaik there is no established term for it.. I've heard "stop farming," or it simply being part of controlling the creep equilibrium [which it is, but the specific ability to farm safely just in front of the tower probably deserves a term of its own, since creep equilibrium is a huge part of dota that can be applied countless ways].


The pulling guide is very confusing if you don't already know where it is (such as this one: http://sc2pro.de/dota/pull2_1.jpg and http://sc2pro.de/dota/pull3b_1.jpg . the latter is well explained, but perhaps a link to the full screenshot below the image for people bad at reading?)


I know you say there are tons of things you could add, but section D, pulling with furion summons on hard lane solo would be a quick easy addition?
Last edit: 2012-07-22 10:59:30
Twisting joints like a contortionist
Old Post

 
 Dankleteer   United States. July 22 2012 15:35. Posts 422
Profile # 
I've been using this all day, great guide thanks!
Old Post

 
 Windwaker   July 22 2012 17:28. Posts 917
Profile # 
great guide thank you
.
Old Post

 
 Nevuk   United States. July 22 2012 17:37. Posts 4146
Profile Blog # 
The bear pulling creeps applies to all heroes with summons besides enigma. Furion, Lycan can also do that (and it's how furion tends to long lane solo). It's most effectively done during the first wave or two so that you can get a second level under your tower while the opponents have to split their xp.

edit:
Beastmaster could also do it in theory, but not until he gets a boar and the boar is squishy enough to be killed trying it.
Chen + Enchantress can also do it but they tend to do it in order to push. (really anyone can use it as a pushing mechanism though)

One other tip - use the denies granted you from the beginning. Lich/Enigma both can deny a creep at the start of the game and then another one when the lanes meet, it's why they can long lane solo. If they aren't soloing then they should deny a creep mid. Ranged if your mid wants better control and a melee if he wants to deny more xp (ranged are worth more gold on average it should be noted though).

Also a different form of bear pulling - pull a wave to your mid's tower so he gets double XP. It's an incredibly risky gamble (if they were planning a gank he's as good as dead) but if it works your mid should dominate.
Last edit: 2012-07-22 17:44:30
twitch.tv/oiphal
Old Post

 
 Yergidy   United States. July 22 2012 17:48. Posts 979
Profile Blog # 
Thank you for the awesome guide!
One bright day in the middle of the night, Two dead boys got up to fight; Back to back they faced each other, Drew their swords and shot each other.
Old Post

 
 mTwRINE   Germany. July 22 2012 23:47. Posts 170
Profile # 
Thanks for the Feedback. Antipush is idd already taken by something different but as this guide is for advanced people i hope everyone understands and i dont have to fix it.
Old Post

 
 quazer   Germany. July 23 2012 00:37. Posts 1
Profile # 
brilliant guide, keep it up!
Old Post

 
 bogderpirat   Jordan. July 23 2012 01:37. Posts 46
Profile # 
why advanced? this information seems more like basics to me...
if khaldor had boobs, i'd hit him
Old Post

 
 skipgamer   Australia. July 23 2012 03:06. Posts 559
Profile Blog # 
I disagree with single-stack pulling being frowned upon all the time, it depends on the situation/line-up, but the push that comes after a single-stack pull can definitely result in a first blood if you can catch the opponents out of position with a good stun. But im not pro so...
Last edit: 2012-07-23 03:15:16
Old Post

 
 paintfive   July 23 2012 10:56. Posts 766
Profile # 
Hey this is great man! I love it, learned alot.

Just one thing, could you just post the entire screenshots somewhere, because I can't get a clear idea of the location on some of the ss.
Old Post

 
 d0n   Germany. July 23 2012 12:23. Posts 99
Profile # 
Since when do you play dota rine? Only heard of you in sc2
^^
Old Post

 
 EchelonTee   United States. July 23 2012 18:45. Posts 3403
Profile # 
Nice tips.

The term I like to use for "antipush" is "Lane Freezing", because what you are doing is trying to freeze the lane right in front of your tower.
learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9] || Na`Vi - LGD - Dignitas - Liquid - Fnatic
Old Post

 
 duckii   Germany. July 23 2012 19:15. Posts 800
Profile # 
nice tips.

Are you playing dota with DF again?
Old Post

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