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Roshan Guide by UTDC.Justin

Saturday, January 10th, 2009

Dota RIshan This guide was written by UTDC.Justin, thanks!

Roshan is a highly competitive and integral portion of DotA that should not be underestimated. Whether it’s to obtain an early extra survival item and team gold as someone like Lycan, Ursa or even someone like Undying, or a lategame buff to your carry/central hero, it’s important to incorporate several important factors:

1. Roshan/Rune Awareness: Having vision over this area is quite important, many players neglect this when there is an early Roshan, giving up both a free kill and 1000 gold or so. This is a must have in games with Lycan, Ursa. If the enemy Ursa has a Vlads or is reasonably levelled, (use -ma and hero clicking to check), begin scouting out the area on occasion. Making a few extra steps when you scout/go for the bottom rune won’t hurt if you decide against warding.
Click to continue »

Neutral Creep Guide by MrX

Saturday, June 7th, 2008

You can find author of this guide here.

Special thanks to Beast_Pete, Ironfisto and shinlogen for helping me with information to update.smile.gif

NEW:

  • Updated Creep Locations
  • Added HoM values
  • Updated Bestiary
  • Had to remove Section 6 – Comparisons & Statistics due to space issues. Hopefully will be resolved soon.

CHANGES SINCE 6.48b:

  • Hand of Midas can now target level 6 Neutrals (Satyr Hellcaller and Dark Troll Warlord)
  • Change some of the Scourge’s top left forest area
  • Changed the locations and distribution of neutral creep camp groups
  • Fixed neutral spawn times in various modes
  • Reworked the trees and pathing near the small Sentinel creep camp
  • Increased neutral creep Centaur’s aura by 5%
  • Added an Alpha Wolf with a command aura in the wolves’ creep camp
  • Added a new creep camp group (1 Ghost with Frost Attack + 2 Fel Beasts)
  • Added a new ancient creep camp group (Jungle Stalkers)
  • Added a new creep camp group (1 Enraged Wildken with Tornado + 2 Wildkins)
  • Added a new creep camp group (1 Dark Troll Warlord with Raise Dead and 1.5 sec Ensnare + 2 Dark Trolls)
  • Changed the Furbolg’s Stomp to a Clap
  • Improved Satyr Hellcaller’s Unholy Aura
  • Neutral Ogre no longer autocast Frost Armor
  • Changed the location of some of the Scourge creep camps
  • Redid neutral creep spawner code for some optimizations

Warning: This guide is very image intensive. Please be patient and wait for them to load.

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Table of Contents
Tip: Use CTRL+F and type in the index number to go straight to that section.

1.0 Introduction

2.0 Dominating Creeps

2.01 Helm of the Dominator
2.02 Aiushtha, Enchantress’ Enchant
2.03 Chen, Holy Knight’s Holy Persuasion


3.0 Useful Facts

3.01 General
3.02 Hand of Midas *UPDATED*
3.03 Purge
3.04 Brilliance Auras
3.05 Creep Pulling
3.06 Creep Upgrades


4.0 Spawnpoints *UPDATED*

4.01 Location
4.02 Groups


5.0 Creep Bestiary *UPDATED*

5.01 Treant/Ghoul, Druid of the Talon/Necromancer, Glaive Thrower/Meat Wagon
5.02 Alpha Wolf
5.03 Black Dragon
5.04 Black Drake
5.05 Blue Dragonspawn Overseer
5.06 Blue Dragonspawn Sorcerer
5.07 Centaur Khan
5.08 Centaur Outrunner
5.09 Dark Troll
5.10 Dark Troll Warlord
5.11 Elder Jungle Stalker
5.12 Enraged Wildkin
5.13 Fel Beast
5.14 Forest Troll Berserker
5.15 Forest Troll High Priest
5.16 Ghost
5.17 Giant Wolf
5.18 Gnoll Assassin
5.19 Granite Golem
5.20 Jungle Stalker
5.21 Kobold
5.22 Kobold Taskmaster
5.23 Kobold Tunneler
5.24 Mud Golem
5.25 Ogre Magi
5.26 Ogre Mauler
5.27 Polar Furbolg Champion
5.28 Polar Furbolg Ursa Warrior
5.29 Rock Golem
5.30 Roshan
5.31 Satyr Hellcaller
5.32 Satyr Soulstealer
5.33 Satyr Trickster
5.34 Wildkin
5.35 Supercreeps – Ancient Hydra, Scary Fish, Siege Golem


6.0 Comparisons and Statistics *TEMPORARILY REMOVED*

6.01 The Best Camp?
6.02 EHP per Gold
6.03 Best Creep to HoM
6.04 DPS per EHP


7.0 Closing Thoughts

7.01 Conclusion
7.02 Credits
7.03 Version History

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1.0 Introduction
Ever wondered what creeps would be useful to dominate? Which would benefit you the most? Where are they located? Hopefully this simple guide will give you a good idea of the neutral creeps that spawn and the best choices to use.

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2.0 Dominating Creeps
Currently, there are only 3 methods of dominating creeps.

2.01 Helm of the Dominator

Dota Allstars Helm Of Dominator
(image taken from DP)

Comments: Can be used by all heroes, which makes it a very versatile item. Lasts for 20 minutes (!) which is more or less a third of your normal one hour match. Only drawback is that it has an orb effect which might override other useful orbs and its 5 minute cooldown.

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2.02 Aiushtha, Enchantress’ Enchant

IPB Image
Brings target unit under control of Aiushtha. If the unit cannot be converted, it will instead be slowed.

Level 1 – 30 second cooldown, 10% slow if unit cannot be converted.
Level 2 – 25 second cooldown, 20% slow if unit cannot be converted.
Level 3 – 20 second cooldown, 30% slow if unit cannot be converted.
Level 4 – 15 second cooldown, 40% slow if unit cannot be converted.

Comments: Doesn’t work on Ancients or Golems. Now that it lasts 2 minutes (since 6.33), it looks like it’ll be a decent option now. However, the creep dies after its time period ends, causing you not to gain experience and gold.

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2.03 Chen, Holy Knight’s Holy Persuasion

IPB Image
Takes control of a target enemy unit.

Level 1 – 1 Unit Max. 75 HP Bonus.
Level 2 – 1 Unit Max. 150 HP Bonus.
Level 3 – 2 Unit Max. 225 HP Bonus.
Level 4 – 3 Unit Max. 300 HP Bonus.

Comments: The ham in Chen’s hamburger. The fact that it has a HP bonus and doesn’t have a time limit makes this the best choice if you’re going for a “creep dominating” built. Synergises very well with his other spells. Penitence to slow the enemy down while your creeps get into range, Test of Faith to instantly teleport your creep safety and Hand of God to fully heal your creeps. Even works with creeps dominated using the Helm of the Dominator. Only drawback is the unit cap.

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3.0 Useful Facts

3.01 General

  • Controlled creeps can be easily killed with Devour (Lucifer – Doom Bringer) and Hand of Midas.
  • Hand of Midas doesn’t work on creeps dominated with Helm of the Dominator
  • Creeps dominated by Helm of the Dominator can be heavily damaged by Purge (Diffusal Blade, Medusa – Gorgon and Satyr Trickster)
  • Dominated creeps can’t be seen on the minimap, making them ideal for ganking. Only some are shown on the minimap as small dots (these are the high leveled creeps, meaning the Polar Furbolg Ursa Warrior, Satyr Hellcaller and Centaur Khan).
  • Ancients and Golems can’t be dominated.
  • Placing wards (observer or sentry) and any friendly unit on the neutral creep camp will prevent them from spawning.
  • Roshan spawns immediately at the start of the game.
  • The rest of the creeps spawn when allied creeps at both lanes at the sides of the map (left and right) start attacking opponent’s creeps. Spawns at minute 2:00.
  • Neutral creeps always respawn at the minute mark (Roshan spawns 10 minutes after being killed). Meaning, for example, you kill a creep group at the 45th second of a minute. Quickly get out of the area and you just have to wait 15 seconds for the creeps in that area to spawn again. It is important you get a fair distance away though, else they won’t spawn. Very useful for timing neutral creep farming. (refer to 3.05 Creep Pulling for better explanation)
  • Being an Ancient doesn’t mean the creep is spell immune. Creeps that aren’t immune to all spells are the Black Drake, Dragonspawn Overseer and Sorcerer.
  • Creeps will not spawn at their camp spots if there are remains of any corpse. The trigger that’s used to activate spawning is that the area is completely empty.

Some tips in general on farming neutrals:

  • Creeps spawn at the minute mark from minute 2:00 onwards.
  • You have to be a fair distance away from the creep camp in order for them to spawn. (refer to 3.05 Creep Pulling for better explanation)
  • Higher level creeps eg Centaur, Furbolgs, Dragons, Roshan etc are often considered ’smarter’ creeps. They have higher target priority over enemies with low health. If you are low on health, be careful not to engage them. You might find them changing targets from and hit you instead. (thanks Ironfisto)
  • You can get vital and helpful tips for pulling and farming creeps by reading Creep Pulls and Jungling by Ironfisto (premium quality imo).
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3.02 Hand of Midas

IPB Image
(image taken from DP)

Hand of Midas is a very useful farming tool that can reap great monetary benefits if used properly with the correct creeps.

A detailed description of HoM as stated in the Item Ability Mana Costs, Cooldowns, Durations, etc. guide in the Mechanics section.

QUOTE
Hand of Midas – Mana Cost: 25; Cooldown: 100; Duration: N/A; Range: 600; Max level on target: 5; Gold given: 2 bounties + 40% of unit gold cost.

Though using it with normal creeps (Treant, Druid etc.) will still bring you in enough gold, what’s the harm in speeding the process up? The following table is a list of the average gold received from the highest to lowest.

IPB Image

As you can clearly see, unless you see a Satyr Hellcaller, Enraged Wildkin, Centaur Khan, Dark Troll Warlord, Polar Furbolg Ursa Warrior, Polar Furbolg Champion, Mud Golem or Ogre Magi it’s best to just use HoM on the Druids/Necros.

The recent update in 6.51 has meant that there are now more options that are of higher value Midased compared to the Druids/Necros.

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3.03 Purge

Purge is found on the Satyr Trickster.
The recent removal of Abolish Magic in 6.42 has meant that there is now only one way to remove buffs and debuffs, which is through the Trickster. In-depth information on what can be and not purged can be found at sdfsdf’s Guide to Purge.

The following are ultimates that can be removed by purge(worth remembering).
IPB Image

  • Sven, Rogue Knight – God’s Strength
  • Slithice, Naga Siren – Song of the Siren
  • Rooftrellan, Treant Protector – Overgrowth
  • Gondar, Bounty Hunter – Track
  • Black Arachnia, Broodmother – Insatiable Hunger
  • Slardar, Slithereen Guard – Faerie Fire
  • Nevermore, Shadow Fiend – Requiem of Souls (slow effect)
  • Purist Thunderwrath, Omniknight – Guardian Angel

Other useful abilties that can be purged.
IPB Image

  • Ancient Tango of EssifationBuff will remain, but healing will be stopped.
  • Eul’s Scepter of Divinity – Cyclone
  • Guinsoo’s Scythe of Vyse; Rhasta, Shadow Shaman; Lion, Demon Witch – Hex/Voodoo
  • Barathrum, Spiritbreaker – Charge of Darkness – Must purge charged unit. If vision of the unit remains, will charge as normal. If vision is lost, it is removed.
  • Rooftrellan, Treant Protector – Eyes in the Forest – Tree can be purged.
  • Purist Thunderwrath, Omniknight – Repel

These can’t be removed.
IPB Image

Conclusions:
There is now no more debate as to which is better as Abolish Magic had been removed in 6.42. sad.gif
Thus, what’s left is only the use of the Satyr Trickster.

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3.04 Brilliance Auras

IPB Image

As requested by ncpfen01, here’s a short discussion on Brilliance Auras.

There are basically 3 ways to generate this aura which is through:

  • Ring of Basilius – 0.65
  • Vladimir’s Offering – 0.80
  • Brilliance Aura (Crystal Maiden) – 0.6/1.2/1.8/2.4

Ring of Basilius and Vladimir’s Offering will not stack with each other. However CM’s Brilliance Aura will (6.42).

As of 6.42, Brilliance Auras are listed actual regen rates, no more percentages.

As of 6.49, Crystal Maiden’s Brilliance Aura is global. (woot!)

So, to regen 100 mana, you’d have to wait:

  • Ring of Basilius – 2 min 34 sec
  • Vladimir’s Offering – 2 min 5 sec
  • Brilliance Aura (Crystal Maiden) – 2 min 46 sec/1 min 23 sec/56 sec/42 sec
  • Brilliance Aura (CM) w/ RoB – 1 min 20 sec/54 sec/41 sec/33 sec
  • Brilliance Aura (CM) w/ Vlad’s – 1 min 11 sec/50 sec/38 sec/31 sec
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3.05 Creep Pulling [6.49c]
A mini-guide to effective jungling. Thanks to Ironfisto for allowing me to use his pictures and info from his excellent Creep Pulls and Jungling Guide. smile.gif

Here are some pointers (quoted from Ironfisto):

  • Corpses takes approximately 15 secs to decay. 2 secs for the flesh to go to the ground, 12 secs for the bones to decay. If you have your finishing blow on the creep by the 45th sec, a new spawn will appear at the next full minute. Make sure you leave the area though.
  • You have to be approximately 500-1000 (in most cases) range away from a creep camp for them to respawn. This includes your own/allied/enemy creeps controlled. If you have a hawk which has vision on the spawn point but is than the range, the creeps will still respawn. However, if you have no vision on the camp but you are less than the range, the creeps will not appear.
  • A more correct explanation to re-spawns condition is that each camp has an area bounded by a rectangle. If there exist a unit within the area, it will thus not respawn. The fact that it is not a circular area means that the range required to pull it is not always 1000 but varies since the width/length of the rectangle varies.
  • All neutral creeps are set to “Guard mode” and have an Aggro of 300 (a more specific term is Acquisition Range). If you fall within that range, they will chase to hit you.
  • Their “Guard” range is 600, ie to mean if they will continue hitting you till they die. If you go beyond 600 range, they will still continue to chase/hit you for 3 secs before they make a 180 turn and head back to their original spot to “Guard”.
  • Given the 3 sec buffer time to lure the creeps out of the camp, it is possible to lure them out within a 500-1000 range and if done right, a new fresh creep spawn will appear in the abandoned camp. Once the original creeps return, you will have 2 sets of neutral spawns at the same spot. You can have 3 sets or more at the same spot too (but just for laughs only).
  • Your lane creeps (Ghoul/Necro or Treant/Talons) have an Aggro of 500 for melee and 800 for ranged. Therefore if there is any neutral creeps hitting/chasing you within that distance, your creeps will ignore their original pathing and help you out.

Creep Spawn Zones:
The following image should help you understand what is meant by the rectangular zones Ironfisto talks about.

Dota All Stars Map

So all you have to do basically is to lure the creeps out of those zones by the minute mark for a new batch to respawn at the camp. Sounds easy right? The following picture will give you the timings to make it even easier to pull off.

IPB Image

Conclusion:
So that’s basically it. Read Ironfisto’s guide for more indepth explanation with videos.

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3.06 Creep Upgrades
The spawned creeps (ie. Treants, Druids, Glaives etc) undergo a number of upgrades throughout the game to allow the game to end faster. There are basically three different upgrades that will happen which are:

  • Periodical buff to HP and Damage
  • Increase in creep numbers
  • Buff resulting from destroyed Barracks

Periodical buff to HP and Damage
This upgrade happens every 7:30 minutes. This is indicated in the creep’s portrait like below:

IPB Image

Thus, after 15 minutes, the number will be 2 to indicate to levels of upgrades that have occurred.

Note that this upgrade only happens to Treants/Ghouls and Druids/Necros, not Glaives/Meat.

The buffs that happen are:

  • +10 HP
  • +1 min & max damage for Treant/Ghouls
  • +2 min & max damage for Druids/Necros

Illustration:
Here’s an illustration to help you better understand.

Initial HP of Treant: 550
Initial Dmg of Treant: 19-23

After 22:30 minutes (3 upgrades), the creep would have:
HP: 580
Dmg: 22-26

Increase in creep numbers
If you’ve been playing for a while, you might have noticed that the number of creeps increase as the game goes on.

  • Treants/Ghouls increase by one at minute 17:00 and increases every 16:30 minutes to a cap of 6 creeps.
  • Druids/Necros & Glaives/Meats increase by one at minute 45:00 to a cap of 2 creeps.

Illustration:
What it means is that throughout the whole game you can only have a maximum of 6 Treants/Ghouls, 2 Druids/Necros and 2 Glaives/Meats.

Thus, creep increments for Treants/Ghouls will only occur at minute 17:00, 33:30, 50:00.
Creep increments for Druids/Necros & Glaives/Meats will only occur at minute 45:00

In summary:

  • 1:30 – 3 Melee, 1 Ranged (1 Siege)*
  • 17:00 – 4 Melee, 1 Ranged (1 Siege)
  • 33:30 – 5 Melee, 1 Ranged (1 Siege)
  • 45:00 – 5 Melee, 2 Ranged (2 Siege)
  • 50:00 – 6 Melee, 2 Ranged (2 Siege)

* Siege initially spawns at minute 4:30 and every 7 waves
Note: This does not apply to -lm or -rd modes

Buff resulting from destroyed Barracks
When the barracks at the opponent’s lane is destroyed, the creeps in that lane will get an upgrade. In order to calculate the buff to the creep, the following formula is used:

QUOTE
Treants/Ghouls
HP = 150 + 9a
Min Dmg = 17 + a
Max Dmg = 21 + a
Armor = 1

where a = Upgrade Level

QUOTE
Druids/Necros
HP = 175 + 8a
Min Dmg = 20 + a
Max Dmg = 20 + a
Armor = 1

where a = Upgrade Level

Illustration:
If after 22:30 minutes, the middle lane’s barracks (for Treant) has been destroyed, the Treant’s stats would be:

HP = 580 + 150 + 9(3) = 757
Dmg = (22 + 17 + 3)-(26 + 21 + 3) = 42-50
Armor = 2 + 1 = 3

Mega Creeps
Mega creeps happen when all the barracks in the opponent’s base are destroyed. All your creeps will gain a level 30 upgrade.
Note that if middle lane has the last barracks that is destroyed, top and bottom lanes’ creeps would instantly upgrade to Mega level while the middle lane’s would only have upgraded creeps when they next spawn.

Conclusion:
Hope that helps you understand in more detail the process of creep upgrades. If you need clarification, I’d be happy to help explain it.

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4.0 Spawnpoints

4.01 Location
The following image is the spawning locations of all the neutral creeps that you can find.

IPB Image

There are 5 tiers of creeps that can be found throughout the map.
Tier 1 units are the easiest and represented by the WHITE dots.
Tier 2 units are mid level and represented by the BROWN dots.
Tier 3 units are the hardest non-ancient creeps and are represented by the BLUE dots.
Ancients are represented by the PINK dots.
Roshan is represented by the YELLOW dot.

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4.02 Groups
Basically, certain groups of creeps spawn at certain locations. Each type of creep will spawn with another type of creep. The following images should illustrate what I’m trying to explain.

IPB Image

5.0 Creep Bestiary
Here’s the list of all the neutral creeps that spawn in alphabetical order.

5.01 Treant/Ghoul, Druid of the Talon/Necromancer, Glaive Thrower/Meat Wagon

Treant/Ghoul

IPB Image

EHP (starting): 616
Movement Speed: Fast
Attack Speed: Fast
Range: Melee
EXP (before): 62
EXP (after): 41
Gold (before): 33-53
Gold (after): 21-41
HoM Gold (before): ~133
HoM Gold (after): ~109
Upgrades: Increases health and damage every 7:30 minutes. Additional creep added initially at minute 17:00 and every 16:30 minutes to a max of 6 Treants/Ghouls.

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Druid of the Talon/Necromancer

IPB Image

EHP (starting): 300
Movement Speed: Fast
Attack Speed: Fast
Range: 500
EXP (before): 41
EXP (after): 25
Gold (before): 33-53
Gold (after): 21-41
HoM Gold (before): ~133
HoM Gold (after): ~109
Upgrades: Increases health and damage every 7:30 minutes. Additional creep added at minute 45:00.

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Glaive Thrower/Meat Wagon

IPB Image

EHP: 500
Movement Speed: Slow
Attack Speed: Fast
Range: 690
EXP: 88
Gold: 56-80
HoM Gold: None
Upgrades: Additional creep added at minute 45:00.
Comments: Non-organic unit, only physical spells affect it. Has priority to attack towers first. Always ignored by creeps and towers till it is the last unit.

Initially spawns at minute 4:30 and at intervals of 3:30 minutes.

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5.02 Alpha Wolf

IPB Image

EHP: N/A
Movement Speed: 350
Base Attack Time: 1.35
Range: 90
HP regen: 0.5/sec
EXP: 88
Gold: 37-45
HoM Gold: 134-150
Abilities: Command Aura that gives 30% extra damage to the attack of nearby friendly units.
Critical Strike that has a 20% chance to do 2 times normal damage.
Comments: -

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5.03 Black Dragon

IPB Image

EHP: 2720
Movement Speed: 300
Base Attack Time: 1.5
Range: 300
HP regen: 2/sec
EXP: 155
Gold: 164-234
HoM Gold: None
Abilities: Attacks deal 50%(?) Splash Attack.
Comments: Unconvertable, it being an Ancient. Tough to kill at early levels. Gives the most gold for a single creep other than Roshan.

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5.04 Black Drake

IPB Image

EHP: 1064
Movement Speed: 350
Base Attack Time: 1.8
Range: 300
HP Regen: 0.5/sec
EXP: 62
Gold: 44-56
HoM Gold: None
Abilities: Unknown
Comments: Unconvertable, it being an Ancient. Slightly difficult to kill. Presence of the Black Dragon and another Black Drake makes it only more difficult to kill.

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5.05 Blue Dragonspawn Overseer

IPB Image

EHP: 1488 (taking into account +3 devotion aura)
Movement Speed: 300
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 119
Gold: 86-98
HoM Gold: None
Abilities:
Devotion Aura that adds 3 armor to friendly units around it.
Evasion that gives a 15% chance for the enemy to miss.
Comments: Unconvertable, it being an Ancient. Difficult to kill at early levels.

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5.06 Blue Dragonspawn Sorcerer

IPB Image

EHP: 675
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 62
Gold: 74-82
HoM Gold: None
Abilities:
Evasion that gives a 15% chance for the enemy to miss.
Comments: Uncontrollable, it being an Ancient. Difficult to kill at early levels, especially with two other Overseer’s in the group.

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5.07 Centaur Khan

IPB Image

EHP: 1364
Movement Speed: 320
Base Attack Time: 1.65
Range: 100
HP Regen: 1/sec
EXP: 119
Gold: 76-88
HoM Gold: 224-248
Abilities:
Hoof Stomp (100 mana, 20 sec CD) that does 25 damage and stuns for 2 seconds in roughly 200 aoe.
Endurance Aura that increases the attack rate by 15% of nearby friendly units.
Comments: One of the most sought after creeps to convert. Spawns fairly often and is easy to find. Can be found in both Tier 2 and 3 camps (though does not spawn as often in Tier 2 camps apparently). Has an aoe stun and a decent aura to boot. Highly recommended. Seeing as the Furbolg now has War Stomp removed, this would definitely be one of the most used creeps now. It’s easier to find and has an extra ability, though less mana than the Furbolg now (as of 6.40).

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5.08 Centaur Outrunner

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EHP: 616
Movement Speed: 350
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 41
Gold: 20-24
HoM Gold: 96-104
Abilities: None
Comments: Not worth your time. You would dominate the Centaur Khan that comes with him anyway.

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5.09 Dark Troll

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EHP: N/A
Movement Speed: 270
Base Attack Time: 1.35
Range: 300
HP regen: 0.5/sec
EXP: 62
Gold: 26-33
HoM Gold: 100-114
Abilities: None
Comments: -

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5.10 Dark Troll Warlord

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1.35
Range: 300
HP regen: 0.5/sec
EXP: 155
Gold: 54-62
HoM Gold: 224-240
Abilities: Ensnare (150 mana) that causes a target unit to be bound to the ground for 1.5 secs.
Raise Dead (50 mana) that raises 2 skeletons from a corpse.

IPB Image

Comments: -

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5.11 Elder Jungle Stalker

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1.35
Range: 128
HP regen: 0.5/sec
EXP: 155
Gold: 152-170
HoM Gold: None
Abilities: None
Comments: -

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5.12 Enraged Wildkin

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1.35
Range: 128
HP regen: 0.5/sec
EXP: 119
Gold: 67-87
HoM Gold: 250-290
Abilities: Tornado (200 mana) is summoned that is controllable and slows enemy units’ movement and attack speed while damaging them. Lasts for 30 seconds.
Comments: -

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5.13 Fel Beast

IPB Image

EHP: N/A
Movement Speed: 350
Base Attack Time: 1.5
Range: 100
HP regen: 0.5/sec
EXP: 41
Gold: 20-23
HoM Gold: 90-96
Abilities: None
Comments: -

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5.14 Forest Troll Berserker

IPB Image

EHP: 530
Movement Speed: 270
Base Attack Time: 1.6
Range: 300
HP Regen: 0.5/sec
EXP: 41
Gold: 22-26
HoM Gold: 104-112
Abilities: None
Comments: Not worth your time.

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5.15 Forest Troll High Priest

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EHP: 450
Movement Speed: 290
Base Attack Time: 1.8
Range: 300
HP Regen: 0.5/sec
EXP: 41
Gold: 21-25
HoM Gold: 106-114
Abilities:
Heal (5 mana, no CD) that heals 15 hp.
Comments: Have never seen him being used before, though he has some decent abilities. However, he is too easy to kill and you would rather convert more tougher and useful creeps. The recent removal of Abolish Magic has more or less rendered this creep useless apart from its pitiful heal.

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5.16 Ghost

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1
Range: 300
HP regen: 0.5/sec
EXP: 62
Gold: 30-40
HoM Gold: 128-148
Abilities: Frost Attack (12 mana, 0 sec CD) that slows the enemy’s movement and attack speed by 20%.
Comments: -

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5.17 Giant Wolf

IPB Image

EHP: 560
Movement Speed: 350
Base Attack Time: 1.35
Range: 90
HP Regen: 0.5/sec
EXP: 62
Gold: 27-31
HoM Gold: 114-122
Abilities:
Critical Strike that has a 20% chance to do 2 times normal damage.
Comments: Not worth it, even though the critical strike may look slightly appealing. 2 times normal damage would only give you around 42-48 damage which is really low. The very low hp also makes this creep a liability rather than an asset.

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5.18 Gnoll Assassin

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EHP: 392.2
Movement Speed: 270
Base Attack Time: 1.6
Range: 300
HP Regen: 0.5/sec
EXP: 41
Gold: 26-34
HoM Gold: 116-132
Abilities:
Envenomed Weapons that does 2 damage per second for 20 seconds.
Comments: Weak ability, low damage and very low hp make this creep simply useless.

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5.19 Granite Golem

IPB Image

EHP: 2960
Movement Speed: 270
Base Attack Time: 1.35
Range: 128
HP Regen: 1.5/sec
EXP: 155
Gold: 107-121
HoM Gold: None
Abilities: Unknown
Comments: Unconvertable due to its immunity to magic. Really difficult to kill.

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5.20 Jungle Stalker

IPB Image

EHP: N/A
Movement Speed: 320
Base Attack Time: 1.35
Range: 128
HP regen: 0.5/sec
EXP: 119
Gold: 52-70
HoM Gold: None
Abilities: None
Comments: -

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5.21 Kobold

IPB Image

EHP: 240
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 25
Gold: 7-9
HoM Gold: 42-46
Abilities: None
Comments: Not worth your time.

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5.22 Kobold Taskmaster

IPB Image

EHP: 400
Movement Speed: 330
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 41
Gold: 31-37
HoM Gold: 126-138
Abilities:
Speed Aura that increases the movement speed of nearby friendly units by 12%.
Comments: The nerf has weakened this creep and weakened what used ot be ‘t3h-l33t-ms-stacking combo’ completely. Its worth is now greatly diminished. It can be slightly useful now if you still want to increase the movement speed of the team.

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5.23 Kobold Tunneler

IPB Image

EHP: 344.5
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 25
Gold: 17-19
HoM Gold: 90-94
Abilities: None
Comments: With Bash removed, this is really not worth it.

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5.24 Mud Golem

IPB Image

EHP: N/A
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP regen: 0.5/sec
EXP: 119
Gold: 54-62
HoM Gold: 180-196
Abilities: None
Comments: -

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5.25 Ogre Magi

IPB Image

EHP: 600
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 62
Gold: 43-49
HoM Gold: 162-174
Abilities:
Frost Armor (40 mana, 5 sec CD) that adds 8 armor and slows melee units attacking it for 5 seconds. Lasts 45 seconds.
Comments: After a buff to Lich’s Frost Armor in 6.45, the Ogre’s spell isn’t really any better compared to the Lich’s which adds 12 amor, lasts for 40 seconds, slows melee units attacking for 2 seconds and has a cooldown of 5 seconds at Level 4. Reduction in armor means it is now slightly easier to kill. Note that Frost Armor is no more autocasted since the Magi starts with zero mana.

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5.26 Ogre Mauler

IPB Image

EHP: 901
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 41
Gold: 23-47
HoM Gold: 110-158
Abilities: None
Comments: Not worth it.

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5.27 Polar Furbolg Champion

IPB Image

EHP: 1235
Movement Speed: 320
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 88
Gold: 60-70
HoM Gold: 193-213
Abilities: None
Comments: Not worth it, though its chaos damage is good. Save it for its partner, the Polar Furbolg Ursa Warrior which has an aoe stun.

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5.28 Polar Furbolg Ursa Warrior

IPB Image

EHP: 1364
Movement Speed: 320
Base Attack Time: 1.35
Range: 100
HP Regen: 1/sec
EXP: 119
Gold: 76-88
HoM Gold: 218-242
Abilities:
Thunder Clap (100 mana, 12 sec CD) that deals 150 damange to nearby units and slowing their movement and attack speeds by 25% for 3 seconds.
Comments: -

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5.29 Rock Golem

IPB Image

EHP: 992
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 119
Gold: 54-62
HoM Gold: None
Abilities: Unknown
Comments: Unconvertable due to its immunity to magic. Slightly difficult to kill.

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5.30 Roshan

IPB Image

EHP (starting): 11700
Movement Speed: Average
Attack Speed: Fast
Range: Melee, 400
HP Regen: 20/sec (+20/sec everytime he respawns for a max of 220/sec)
EXP: 1184
Gold: 200 (all players on the team), 286-450 (individual)
HoM Gold: None
Abilities:
Spawns immediately at the start of the game. At every respawn 10 mins after it is killed: +2000 hp (max 29000 hp), +25 damage (max melee 351-358, range 440-448), +2 armour (max 25 armour), +20 hp/sec regen (max 220 hp/sec)
Hurl Boulder that deals 100 damage and stuns for 2 seconds. Has a 10 second cooldown, costs 100 mana and has a range of 800.
Slam that deals 70 damage and slows movement and attack speeds of units by 50% for 4(2) seconds. Has a 6 second cooldown, costs 90 mana and has an AoE of 250.
“Reflect Damage” that reflects 20% damage back to melee units attacking it. Only available at 4th respawn onwards.
“Destroys Illusions” that attack it instantly.
Spell Block that dispels some targeted spells once every 15 seconds.
Hardened Skin which makes him affected like heroes are. For example, he’s only stunned for 1 second by Paralyzing Cask.
Drops one charge of Aegis (stackable). It no longer gives any stat bonuses, armor or magic resistance bonuses. It is basically an ankh of reincarnation that is droppable and vanishes after use. Reincarnation means that you revive instantly after being killed without giving gold and exp to the other team, and without losing any gold as well.
Drops Cheese. Heals, for 5 mana, 2500 hp and 1000 mana. Only available at 3rd respawn onwards.
Comments: The huge change in Roshan recently has meant that he is now killable over and over again. Though he respawns every 10 mins, which means you’ll normally be able to kill him probably 4 or 5 times at the most in a game. He becomes bigger and stronger everytime you kill him, so it gets more difficult after a while.

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5.31 Satyr Hellcaller

IPB Image

EHP: 1100
Movement Speed: 290
Base Attack Time: 1.35
Range: 100
HP Regen: 1/sec
EXP: 155
Gold: 107-121
HoM Gold: 270-298
Abilities:
Shockwave (100 mana, 8 sec CD) that deals 100 damage to land units in a line (no damage to buildings as of 6.40).
Unholy Aura that increases hp regeneration by 3 hp/sec of nearby friendly units.
Comments: A good unit to have early. 3hp/sec regen aura is very useful early on. Now that it can’t use Shockwave to damage buildings, it’s not really useful for pushes anymore. But its still a worthy addon as it has more mana for an additional Shockwave which will help weaken creeps for a push. It is now Midas-able as well (6.50).

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5.32 Satyr Soulstealer

IPB Image

EHP: 636
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP Regen: 0.5/sec
EXP: 88
Gold: 31-37
HoM Gold: 130-142
Abilities:
Mana Burns (50 mana, 18 sec CD) 100 mana of an enemy unit.
Comments: Mana Burn is good but still doesn’t encourage the use of this unit. Not recommended. Now that its initial mana has been reduced to 0, it isn’t as much as a pain to farm it anymore.

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5.33 Satyr Trickster

IPB Image

EHP: 240
Movement Speed: 300
Base Attack Time: 1.8
Range: 600
HP Regen: 0.5/sec
EXP: 41
Gold: 15-17
HoM Gold: 64-68
Abilities:
Purge (75 mana, 5 sec CD) that slows the movement speed of its target by a factor of 5 for 5 seconds. Also deals 400 damage to summoned units.
Comments: Too weak and easy to kill. Not recommended.

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5.34 Wildkin

IPB Image

EHP: N/A
Movement Speed: 300
Base Attack Time: 1.23
Range: 128
HP regen: 0.5/sec
EXP: 25
Gold: 15-20
HoM Gold: 92-102
Abilities: None
Comments: -

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5.35 Supercreeps – Ancient Hydra, Scary Fish, Siege Golem
Supercreeps spawn when the -sc game mode is activated. They spawn at the same time for both sides, at random intervals and at random lanes.

Ancient Hydra

IPB Image

EHP: N/A
Movement Speed: 310
Base Attack Time: 1.5
Range: 500
HP regen: 25/sec
EXP: 476
Gold: 111-1200
HoM Gold: None
Abilities: Unknown
Comments: Ancient creep, therefore most spells do not work against it.

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Scary Fish

IPB Image

EHP: N/A
Movement Speed: 270
Base Attack Time: 1.45
Range: 100
HP regen: 0.5/sec
EXP: 410
Gold: 158-950
HoM Gold: None
Abilities: Unknown
Comments: Ancient creep, therefore most spells do not work against it.

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Siege Golem

IPB Image

EHP: N/A
Movement Speed: 270
Base Attack Time: 1.35
Range: 100
HP regen: 0.5/sec
EXP: 175
Gold: 106-700
HoM Gold: None
Abilities: Unknown
Comments: Ancient creep, therefore most spells do not work against it.

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6.0 Comparisons and Statistics
Temporarily removed due to available space for characters… sad.gif

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7.0 Closing Thoughts

7.01 Conclusion
Hopefully this guide has been useful to you as it was for me as I was compiling this. Please comment on how it can be improved, any errors, suggestions and the like. I would really appreciate it. smile.gif

I now realise how difficult and time consuming it is to put together a guide. Kudos to all other guide posters in the forum who have spent considerable amounts of time putting together their guides. Your work is not forgotten. biggrin.gif

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7.02 Credits
SonE, Qzip, mark2k2k2, josephlcs, VellRikI, Stunned_Mule, wakki, Jos, DoTA Allstars Mechanics Team, SsxDoTS, Genosis, gradenko_2000, Ironfisto, shinlogen

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7.03 Version History
Note: Only the logs of the last few versions will be posted as I seemed to have run out of text space. ohmy.gif

v3.5 – Posted on 8 July 2007. Update on Rock Golem’s change to non-ancient type for the pair group. Added Midas values for it. Added Warstomp aoe (rough value) and Ogre Magi notes due to Frost Armor buff on Lich.
v3.6 – Posted on 7 September 2007. Minor update. Added change for Druid and Necro mana.
v3.61 – Posted on 15 October 2007. Added new section, 3.05 Creep Pulling.
v3.7 – Posted on 16 November 2007. Added new section, 3.06 Creep Upgrades.
v3.71 – Posted on 29 January 2008. Added supercreeps info in Beastiary Section and changed the rectangular boxes map to corrected version. Refined Roshan info.
v3.8 – Posted on 14 March 2008. Minor minor update to creep locations and HoM values.
v3.81 – Posted on 22 March 2008. Bestiary updated. Temporarily removed section 6 due to character space issues.

Guide To Proper Blinking By Renegade

Saturday, June 7th, 2008

This guide provided by Renegade

Alright first off, blink is possibly the single best skill to have on a hero in dota allstars, and it makes me depressed when I see it used to badly so much of the time. This is why I decided to write this guide to blinking so people will acctually start using it the ways it was meant to be used.

First of all, I will discuss early-game blinking. Generaly since you will not have it maxed out, the cooldown is still pretty significant so you cannot yet use it to chase enemies forever. Generaly this is used early game just to make tower trips faster, to jump across the river to a shop, etc. The only heroes that I see using this offensively early game are Queen of Pain and Anti-Mage. For Queen of Pain you will want to run up to an enemy and be spamming your scream of pain, but after doing this a bit they will either make it difficult for you to get into range, or difficult for you to get out without taking heavy damage. This is where blink comes in. Remember that you DO NOT have to wait for a previous command to finish before using blink – for example if you are coming out from behind a line of trees to scream of pain an enemy and want to get out before you get hit by a stun hammer or something, tap the hotkey for scream of pain and then without waiting for it to go off, hit blink and your target. Unless you are under massive lag this will cause the scream of pain to come from where you disappear from right away, making it very difficult to catch you. If you are blinking into combat, give the command and tap the scream of pain hotkey and the scream will go out the instant you finish your blink. Using skills like this in quick succession with blink makes it a very effective skill.

Now once you do start using blink offensively, use it to harass just up until the point where you can get a sure hero kill. Try to deal just enough damage to give you the opportunity to get a kill, but not so much as to make them go home before you can do your kill combo. This can be done by purposely blinking into combat improperly, making it look like a crappy trap. remember that everyone will have a different threshhold where they will go back to heal, so test and find your opponent’s in every game you play a blinker in. When you are ready to finally take the kill, make sure that you blink behind them, and use shift click while the blink is in progress to start attacking, use a stunner, or whatever your killing plan is. Blinking to the side of someone WILL NOT WORK nearly as well as blinking directly behind them. This is because unless you leave an opening down the river they will try to turn straight around and go back towards their tower. This means that they do a half circle around you, allowing for more hits from both melee and ranged blinkers. If you are a ranged attacker do not blink to your full range behind them or they may be able to run in the direction you were before your blink because you are too far behind them. Force them to retreat to their closest tower and you will have the highest chance of success. If you have a stunner, do not use it directly after your blink unless your opponent is highly skilled and has no delay. You will catch them off guard can get in an easy hit before using stunner, adding just that one more bit of extra damage output.

When the game gets into being more heroes packed closer together, be careful about your blinking. Even though it has a short cooldown, it does have a cooldown and you have to be aware that it may not be ready when you need it to escape. It is generaly good practice to have allies engage a group of heroes first and then blink in behind your opponents and targetlow health casters or ranged agility heroes first while your opponent front line heroes are dealing with your allies. Most blinkers in the game are fairly low health so you have to be aware of what stunners can be cast on you – those are your bane.

When chasing an enemy hero with blink, be careful about going past a tower. A smart enemy will draw you on and as soon as one of your blinks takes you into tower range, you should expect to get hit by a stunner. This is something you want to avoid, so keep your blinks out of tower range unless they don’t have enough mana to use a stunner. Also a lot of the time you are blinking ahead of them, so try to know where their allies are because you are teleporting into the unknown, and for all you know to right beside a centaur thats ready to hoof stomp your ass into the ground.

In a lot of circumstances you will end up fighting one almost dead hero and one full health hero. Of course you will want to stay to finish the first kill, but you have to run some quick calculations with your damage and your own remaining health to see if it is possible. THE INSTANT you see your last attack LEAVE your hero, blink to safety. The attack will still hit even though you are gone, and escaping that split second earlier will throw off your opponents probable plans to kill you with a just-regenerated stunner or nuke. This is a very difficult thing to do, and the first couple times you get into this situation you will probably leave your enemy at something like 8 health, and be extremely pissed off at me telling you to blink before the attack finishes. Having a finishing nuke is also great to blink while casting because blink has basically no casting time you can have the nuke traveling to an opponent at the same time as you get the hell out of there.

If you are running from a high-speed chaser or another blinker, do not ever just blink down the lane in front of you! You are a blinker! Enemies will expect you to head the shortest way back towards your base, so suprise them. Blink once or twice down the lane, and then suddenly blink randomy into the trees beside the lane. This brings up something I forgot to say earlier – whenever you get the chance, explore behind trees to the side of your lanes to get a blink target, and also have all of the side paths explored or you might screw over a chase because you have nowhere to blink to except where your opponent is at that moment. If you try to blink there chances of you getting a hit are low because your opponent will of course be moving and will be gone from that spot.

The last section of this guide will show you a couple tricks that blink can help you accomplish, There is of course the commonly known blinking right as a shadow strike is heading towards you. It is great to avoid damage or the slow if you are afraid of death, but there are far better things you can use blink to do. Anti-Mage vs QoP. When the QoP uses scream of pain, the AM can acctually blink right beside the QoP, avoiding the damage from her scream if timed correctly and bringing him into attacking range. You can also blink over a venomancer’s poison nova very easily. Blinking behind a KoTL who is charging up is extremely effective, especially as anti-mage because for a second you will get free hits while the keeper decides how he wants to get out of the situation without wasting the blast hes charged up too much. There are a lot of other skills you can avoid damage by using blink for, but I will let you discover them for yourself. The last trick I absolutely love is running at someone like centaur or slardar, and at the last second blinking backwards from where you came from. They will stomp right as you are about to get into range and waste their mana and also get their skill into cooldown, which gives you a perfect attack opportunity as anti-mage because you can usually burn the remainder of their mana before the skill gets out of cooldown! Also if you see a stunner shooting at you try to blink to safety. Lots of times if you get the command off fast enough you may still get stunned, but at the end of your blink where you are safe from being attacked.

CLARIFICATION ABOUT SHIFT CLICKING: You can queue up commands by holding shift, just like when you use it to move around the map with waypoints. It works with most spell lineups, and is most effective with blinking and attacking the right target after the blink. Hold shift, target blink, and right click your victim. NOW release shift.

POSSIBILITY OF ERRORS: When I posted this for the (4th?) and last time, it was mostly just to get it up on the forums before I leave. Because of this I am giving a couple friends permission to edit this and change stuff like game logic changes, out of date references, etc. Anyways, I know there is probably a lot of stuff like that in here but the message remains whole.

Micro Guide – Improving Your DotA game by InDe_eD

Saturday, June 7th, 2008

This guide was created by InDe_eD


** Important – If you are completely new to DotA Allstars, or would like a nice grounding in the basics, I recommend this article. The basic stuff is… well… basic, but the advanced things are well worth the read even for more experienced players.**

Table of contents

Part I – Basics
1. Introduction
2. Farming
3. Denying
4. Harassing
5. Spells

Part II – Add-ons
6. Mini-map
7. Items
8. Using Multiple Units
9. Closing/Credits

Part I – Basics

1. Introduction

Micro is, in terms of ladder, how well you can manage your heroes/army. In DotA Allstars, it is the sole factor in determining how well you do. It is vital to your game, and I hope to show you how to improve it in this guide, even if it’s just by a little.

I realize that this guide is probably a massive wall of text to many, but I did attempt to use proper formatting to make it easier to read. I feel the information inside this guide is worth the lengthy read, although you may disagree.

2. Farming/Denying:

An introduction to farming.

Farming is the art of killing creeps, thereby earning gold. You only get credit for a kill if you score the last hit on a creep.

There are three ways to farm: Randomly attacking and hoping you get lucky, attacking constantly with good timing so you get the last hit on the creep, and timing it so that the only attack you make is the last one.

Do NOT use the first one. That is probably the first and most important lesson anyone can ever learn in DotA Allstars. Against a good player, you will be denied and outfarmed, and end up horrendously underleveled.

As for whether you use the second or third method, it’s a matter of preference. Personally, I like the third way best, for several reasons. First, doing this allows the enemy creeps to push further into your side of the field, minimizing the risk from ganking. Also, if there is an allied hero with you, and he is skilled at timing last hits, he will probably get most of the creep kills if you use the second method, and split them with you about 50-50 using the third. Both ways are fine, though, if you can time it correctly.

When trying to time last hits, note that the ranged creep (Necromancer/Druid) deals far more damage than the melee creeps do. Pay special attention to its attack, and time your own attack accordingly.

The ALT key is your friend. It shows the HP bar of everything onscreen when pressed. Learn to hold it down when creeps engage in battle, so you can time last hits without having to hover over every creep individually.

Heroes with damage boosting arrow abilities like Clinkz’ Searing Arrows and Necro’lic’s Soul Assumption can use it to farm more effectively. Use the hotkey and manually click the attack to score the last hit on enemy creeps.

You need to know your hero’s attack animation and base damage. What do I mean? Some heroes, like Lina and Witch Doctor, have an incredibly long “wind-up” before they attack, and need to time creeps several seconds earlier than most other heroes. Others, like Sniper and Shadow Fiend, are almost instant, and need to be timed almost a split second before the creep dies. The higher a hero’s damage, the bigger the margin of error you have for timing last hits.

For ranged heroes, if your projectile is especially slow, like Witch Doctor or Crystal Maiden, you want to move closer to the enemy creeps so your projectile has less distance to travel. This makes it much easier to time. Conversely, if you find that you’re attacking too fast, you might want to move to your maximium range so that your projectile needs to travel further.

Once you’re near your tower, you’ll probably notice that it seems to steal every kill with its massive damage. However, after several games of experience, you’ll notice that often creeps are left with just a sliver of HP left before the tower deals the final blow. This is when you want to attack for the last hit. Basically, treat the tower like a ranged creep that deals an obscene amount of damage, and you should be able to micro a decent amount of kills while near a friendly tower.

3. Denying:

Learning how to deny/deal with enemy heroes.

Once you are confident in your farming skills, it is time to work on denying. Denying is timing the last hit on your own creeps so that the enemy hero does not receive experience or gold for the kill. You’ll know when you do this properly because the gold coins that normally come out of a defeated creep will not appear.

You can deny a creep when it falls below half hp. Do not try this before that, since your hero will simply pause and not attack.

When you first get into a lane with an enemy, try to judge what kind of enemy he is. Most importantly, which method is he using to farm? Is he just randomly attacking? Timing last hits? Or simply not even farming at all? Is he trying to deny you, and is he doing it effectively? You should have a fairly good estimate of your opponent’s skill level in about 2-3 creep waves.

If he’s randomly attacking, simply treat him like an enemy creep, albeit one that deals more damage. You should have no problem snatching kills away from him with proper micro. Same goes for those who don’t farm at all, go a step further and make sure he gets no experience as well.

If he’s timing last hits and denying, it comes down to a micro war between you two. Generally, ranged heroes have an advantage here, but nothing that can’t be overcome with proper control. Try to estimate how much damage he does. Try to get to creeps before he can. If you see him attacking a creep for a last hit and you are fairly sure that the attack will not kill the creep, immediatly shift your focus to that creep. Your attack will land after his, scoring you that kill. Basically, outmicro your enemy.

Spells such as the Lich’s Dark Ritual and Enigma’s Conversion remove a friendly creep from battle, even at full HP. If you use these spells, you want to use it as soon as the cooldown is finished so that you can deny the maximium amount of creeps.

Some heroes get bonuses for denying creeps. These include Necrolyte (Mana with Sadist), Pudge (Strength Boost from Flesh Heap), Shadow Fiend (Souls from Necromastery), and Bloodseeker (HP from Bloodbath – very, very helpful). You should place more emphasis than normal on denying with these specific heroes.

Once towers fall below about 100 HP, they can be targetted by a friendly hero. It gives a massive gold bonus, so you always want to try to deny them. You generally want to wait until enemies are out of sight of the tower, since they will most likely rush in and try to get the kill themselves. However, if an enemy is already attacking the tower, do your best and hang around it, attacking only to try to score the last hit on the tower.

4. Harassing:

How to harass effectively, and how to counter it.

Harassing is dealing damage to your enemy so that he is either forced to return to the fountain to heal or play safely, thereby losing experience and gold.

Before I begin, a note about creep AI. Whenever you attack a hero by clicking directly on it, all enemy creeps/towers in the area will immediately shift focus to you, something you may have noticed. Note that spells/manual-casting of arrow abilities do not trigger this defensive response.

This puts ranged heroes at a huge advantage when compared to melee in terms of harassing, because they can simply shoot you once and then back off. As a rule, ranged heroes can dominate melee heroes early game with harassing, while melee heroes should play safe and focus on farming/denying.

If you want to attack the enemy hero with a melee hero, first click near the enemy hero, not directly on him. Remember, creeps shift agression to you as soon as you attack the enemy hero, so you want to be able to walk up to the enemy without getting hit by their creeps as well.

If you don’t have some form of natural defense/healing, you should definitely consider getting a Ring of Regeneration or salves to counteract early game harassing. This is especially important for melee heroes with a weak early game.

Whenever you’re in range of a friendly tower, try to harass your enemy as much as possible. If he tries to counterattack you, your tower will likely shift agression to him, meaning he takes a considerable amount of damage.

Since casting spells on heroes does not trigger creep agression, feel free to harass with them as you see fit. Certain spells like Frost Nova (on Lich combined with Dark Ritual) and Arc Lightning are incredibly spammable.

If it’s a range vs range harassment contest, whenever your enemy moves up to take a shot you want to shoot him back. If you try to run away, chances are that he will hit you anyway, so you might as well get in a shot of your own. An eye for an eye, as the saying goes.

Manual-casting arrows is clicking on the icon for an arrow ability (Frost Arrow, Searing Arrow, etc.) and then clicking on an enemy hero. Better yet, use the hotkey. This is a great way to harass because creeps will ignore it when you hit an enemy with it, since it counts as a “spell”. Make sure you manual cast each seperate arrow though, or the creeps will target you.

Do not overharass. By this I mean when you concentrate on harassing an enemy hero so much that you forget to farm/deny. Yes, supressing your enemy early game is vital, but getting gold for items later on in the game is far more important.

If you are being harassed severely, the best counter is to get HP regeneration and stay behind your creeps. When the enemy hero tries to attack you, he should draw creep agression and take more damage than he deals.

If the harassing gets to be too much, or if it is a completely unfair matchup (N’aix vs Sniper, etc.), call for either a gank or switch lanes with someone who can better deal with the enemy.

On the flip side, if you’re a very powerful early game harasser (Lich, Zeus), you may want to move past your enemy’s creep line and target him with solely spells. Any decent player will be forced to retreat, and then you can farm from his side of the field, keeping him away with spells if neccessary. By doing this, you don’t even need to deny to stop your opponent from gaining gold and experience, since he is forced to stay away.

5. Spells:

Proper usage of spells. Using “Shift” correctly.

Spells are an INT hero’s best friend, and a great help to AGI and STR heroes. Learning how to use them to their maximium potential can make a world of difference.

Nukes (Frost Nova, Carrion Swarm, etc.) on INT heroes should be combined with mana regen and spammed constantly. If there are two heroes in the lane, try to target it so that both heroes are hit by the spell, although if you have to hit one nuke the one which has less HP regen.

Always use a spell if your mana pool is full, so that your regeneration doesn’t go to waste. However, if your spell combo will take up most of your mana, and casting a spell means you can’t perform it, you may want to save your mana in favor of looking for an opportunity to get a kill.

AOE spells like Lina’s Light Strike and Leshrac’s Split Earth need to be positioned correctly. You want to target the circle behind the enemy hero, since they will likely try to run to dodge the spell. Make sure the enemy hero is barely within the outer radius of the circle when you are aiming it, you will see him glow green if your aim is correct.

Heroes who can chain disable (Lion with Impale/Hex, Crystal Maiden with Icebite/Nova) should cast their second disable right as the first one wears off. For example, Rylai icebites an enemy hero and starts attacking him. Right as it wears off, Nova him so that he is slowed when he tries to run.

The reason for this is because if you use the two spells too closely together the effect of the second is wasted. Again, in the Rylai example, if you icebite and then nova quickly, the enemy will be able to run at normal speed when bite wears off, and will probably escape.

Do not waste random-target spells such as Omnislash and Eclipse when there are enemy creeps around. The spell will more than likely target them instead of the hero and be an utter waste. Instead, try to force the enemy hero to run by moving close to him without attacking. A mediocre player will probably back off , away from the safety of his creeps, and that’s when you unleash your spell. Unfortunately, good players are unlikely to fall for this.

Do not waste most ultimates on enemy creeps. Yes, it may be tempting to use Epicenter on that approaching mass of enemy units, but you want to have your ultimate available for enemy heroes. Instead, opt to use basic spells, or simply micro every creep kill with your normal attack. However, if you really need the gold and are fairly certain that the enemy team will not attempt a 5-man push through the middle 10 seconds after you use your ultimate, then use your judgement whether or not to use it.

The exceptions to this are ultimates like Lesh’s Pulse Nova, which have no cooldown, and Furion’s Wrath of Nature, which is actually meant to be used as often as possible.

Try to memorize every spell effect, the graphic for it, and what the icon for it on your toolbar is. Knowing what exactly is affecting you and how to counter it will save you many, many times. Some spells you must learn quickly in order to counter are Doom, Battle Hunger, Mana Leak, and Curse of the Silent, among others.

You can hold “Shift” to queue commands. What this means is, when you hold it down whatever commands you input afterwards will all be performed one after the other after you release the key. Using Pudge as an example, you can hold shift, use Necromicon, Hook an enemy hero, then Dismember. After you release the button, Pudge will perform those spells in order, allowing you to micro the Necromicon for maximium effect. Make sure you turn on Rot, though, and that your own Necromicon summons don’t block the path of hook.

However, using Shift does have its drawbacks. If you miss with just one spell in the sequence, and the hero is undisabled, your hero will still perform the actions you input. This can spell disaster, as you may completely waste your spells if you don’t cancel the rest quickly (just click your hero and move it somewhere). Using Shift can be a great help to many heroes, but requires heavy practice before you incorporate it into your fundamentals.

Part II – Add-ons

6. Minimap:

How to use your Minimap effectively and Pinging.

The Minimap is in your lower-left hand corner, and displays vital map information. Try to keep half an eye (or something) on it at all times.

There are two different map modes: Colored, where each individual player’s colors are displayed, and Ally/Enemy, where there are only two colors: blue for allies and red for enemies. Pick whichever one you prefer.

Turn off Terrain. By the time you play a few games you should have the terrain memorized, and it just gets in the way of what you need to see.

Be wary of ganks. If you see hero dots missing from another lane, ask where they are. This can save your teammates as often as it can save yourself. Make sure you warn your allies when heroes are missing from your own lane, as well.

Hero dots are substantially bigger than creep dots. Learn how to notice that telltale dot quickly. If you see a hero somewhere suspicious, like in the river or hiding in the forest, quickly Ping that location.

Pinging can be annoying when overused, but is vital for quick team communication. Use [Alt + Click] to ping, since it’s much faster. Ping runes, heroes, large creep waves, etc. Make sure you include a short message telling your team what you’re pinging. “Techie with DD” is a hell of a lot less important than “Lycanthrope with DD”. Also, if you want to quickly center your map on the last ping, hitting the spacebar works.

7. Items:

A few basic item usage tips (no recommendations/builds or whatever, this is a micro guide.)

Put your usable items in the top slots of your inventory. Examples include Eul, Dagon, Guinsoo, Necromicon, and the like. The reason for this is that, since you need to click them in order to use them, they should be in a position where you can use them fastest. You right-click an item and then select another item in order to switch them.

You can also use the Number pad to use items. Make sure Num Lock is on, and hover your cursor over an item slot to see which number it corresponds to. You use the number pad on the right side of the keyboard for this, and it has the same effect as clicking on the item in your inventory. Experiment to find out which method of using items you prefer.

A note on Hand of Midas: the second the cooldown is done, you should find a creep to use it on. The faster you use it, the more times you can Midas during the game. Also note that using Midas on high level neutrals gives more of a gold bonus than simply using it on normal creeps.

A note on fighting Necromicon: Do not land the killing blow on the blue Demon that is summoned from the Necromicon, unless you are sure you can afford a considerable loss in HP. Although it gives a hefty 100 gold bonus, whichever unit lands the killing blow on it takes 200/400/600 damage in retaliation, depending on the Necromicon level.

8. Using Multiple Units:

A few tips on controlling multiple units, including hotkeying and tabbing.

Controlling multiple units, although rare to DotA, does happen from time to time, so you’ll want to know how to control them effectively.

If you want to select an individual unit from a group, click on its portrait in the status bar in the lower left.

You can use “Tab” to toggle between your active unit. First, you have to group all your units. Notice how your hero is the active unit, and that commanding him to use spells means he is the only one to react. If you “Tab” between units, you can use your units’ other abilities without deselecting the entire group. Very useful for using the Necromicon’s mana burn.

You can hotkey creeps for more convienent access to them. First, select the unit/group of units you want to assign to a key. Next, press CTRL + a number from 1-9. This group will now be hotkeyed, and can be reselected by simply pressing the number you chose.

Hotkeying a chicken is always a good idea. You can hit the hotkey, then click on the portrait to quickly center on the base for item buying.

Note that heroes do not need to be hotkeyed, since their innate hotkey is F1.

As a rule, you do not want to feed creeps such as Necro’lic’s revenants and Furion’s treants, since they provide gold/experience to the enemy. Keep an eye on their HP and pull them back when they get weak. Or, you can always try denying them.

9. Additional Stuff

Creep Blocking

Picture taken from the wcreplays article, because I suck at taking pictures.
Dota Allstars Pudge and Tower

Using Blink more effectively:

I would jabber on myself but… this guide covers it too damn well. dry.gif

Animation Cancelling:

Short Introduction COMPLETELY STOLEN FROM AKURYOU.

QUOTE
Animation canceling is used because most heroes have excessive casting animations that keep going after you cast the spell. If you issue another order during that time, the spell will still happen but you will save time.

For instance, go into single player, choose Maiden and get Frostbite as your first skill. First target a creep with Bite and immediately shift-right click, to que an attack command on that creep. Notice how much time she spends finishing the Bite animation before she starts attacking.

Now, cast Bite on another creep but as soon as she starts her casting animation, right click normally on the creep. She’ll skip almost the entire animation and start attacking right away, but the Bite will still happen.

This works with any sort of non-channeling spell and it’s much more important on some heroes than others. Maiden and Omni have some of the longest casting animations in the game, so it’s very important to learn for playing them. Lich is pretty bad too. It’s pretty short on Sven and many other heroes, but you can still save precious time by doing it.

Useful/Notable Links

Renegade’s Guide to Higher Level Play (_)
If you haven’t read this yet… do so now.

Playing to Win I by David Sirlin

Great gaming theory stuff. Entertaining AND insightful.

http://www.battle.net/war3/basics/unitcommands.shtml
http://www.battle.net/war3/basics/specialcommands.shtml

If you want an obscenely complicated explanation of WCIII group AI, here it is.

10. Credits/Closing:

If you have any questions or comments, feel free to post. Also, if I left out anything, tell so I can add it to the guide and give you credit.

Credit goes to:

Scron, for reminding me why it’s a silly idea to use ultimates on creeps. You rule, man.
Qzip, for the tip on using arrow abilities to farm.
Fat404, for the tip on paying especial attention to the ranged creep.
Josephlcs, for the tip on saving mana for expensive spell combos.
Pouncep, for the tip on harassing your enemy near a friendly tower.
Mikepham, for the tip on creeping near a friendly tower.
Wakk, for <takes a deep breath> the tips on delaying targetting on an enemy hero, moving closer to enemy units before killing them, counter-harassment, and super-agressive harassment. Kudos!
Rhw, for elaborating on the use of Ultimates to farm creeps.
Akuryou, for the entire Animation Cancelling section.
reiki_, for the spacebar-centering thingy.

Various people, for pointing out that I said 150 HP for denying a tower instead of 130 HP. I had no idea so many people knew that. And then, the day after I change it to that, 3 seperate people message me in the same day to tell me that towers are actually deniable at 10% of their HP. Whee.

v1.0 – Guide complete!
v1.1 – Added section on managing multiple units. Added several tips, fixed several errors.
v1.2 – Included several tips, some from myself, many from other posters. Expanded Credits section.
v1.3 – Added Minimap section.

v2.0 – Extensively revised for layout

Thanks for reading, and I hoped it helped you improve. Knowing I could help at least one player makes me feel all warm inside.

Lane Control Guide by Maju

Saturday, June 7th, 2008

Table of contents

I. Introduction
II. Lane Control

A. Creep Blocking
B. Creeps
C. Harassing
D. Ideal Positions in Lanes
E. Picking a Lane
F. Towers
G. Tower Hugging
H. Spells
I. Warning

III. Overall Gameplay

A. Animation Canceling
B. Attack Power
C. Deny/Last hit
D. Neutral Creeping
E. Types of Attacks

IV. Overall Teamplay

A. Hero Combos
B. Runes
C. Teamwork
D. Ventrilo
E. Wards
F. Chaining Abilities
G. Communication

V. Helpful Tips

A. Ally Hero Killing
B. Enemy Hero Killing
C. Juking
D. Tower Saving

VI. Other Tips
VII. Links
VIII. Conclusion

I. Introduction

First off, let me apologize to everyone who was waiting for the revision of this guide. I had said I would edit it soon, but I was GG by real life. So instead of rushing a quick crappy edit, I have edited this guide more over the past few days (probably more than any of my other guides), than I ever have before.

Thank you all very much for your patience.

This guide has been edited so much; it has slowly morphed from a lane control guide into an overall strategy guide. While that was not my exact intention, I cannot say it was as bad thing.

First off, what is lane control? Lane control is essentially, how well you can control your individual lane in a game. While that is a rough description, it is more or less correct.

People seem to wonder how people who are known as “Pro’s” are able to completely dominate every hero they come across without even breaking a sweat. Most of the time this is blamed on imbalanced characters (which is not always wrong), but that is not always the case.

In this guide I will show you many different things to help you up your game, whether it is a simple technique such as Deny/Last hitting, or the move advanced such as Orb walking.

You can think of this guide, as a guide to most things DotA Allstars. It has many “Mini Guides” that you will find in the Miscellaneous Guide Sections. But please remember that this guide is not meant to cover one aspect in depth, but to cover all aspects to some degree. I will include links to anything I can for those of you who want to learn more about a certain aspect of the game. These links will be in yellow writing at the end of the appropriate section.

This guide is extremely text heavy, and quite long. Although that can deter many people from reading, I feel it is important all new players read this, and even some of the more advanced.

II. Lane Control

A. Creep Blocking
Creep blocking in mainly used in the beginning of the game to stall your own creeps from getting to point B from point A. Point A being the spawning point of those creeps (The Rax in your lane). Point B is the connecting point, were your creeps and your opponent’s creeps connect and start to fight.

Dota Allstars Screenshot

By stalling the creeps you move them closer to your side of the map, making you much safer from ganks or attacks. You always want to try and stay directly in front of them.

IPB Image

To stall them you can either walk continuously in front, or you can also click the “H” button and then click forward immediately. This will cause your hero to stop for a split second, and if the creeps are behind you they will fumble around you.

This allows you to attack your opponent’s and creeps without fear of being attacked. You now have the fog of war and evasion on your side. Yes, I said evasion. Anytime you attack an opponent or get attacked yourself up a hill, there is an extremely high chance of missing (I’m not sure on the exact number, I think it is around 25%). So always make sure you are on a hill or attacking down a hill.

Dota Allstar Image

You should be pressing the “H” button as much as possible, without letting the creeps pass you.

B. Creeps
This is actually fairly basic but I don’t seem to see people using it to much. Whenever your opponent is attacking your creeps and only has a few creeps left on his side (meaning your opponents creeps), you should try and disable that hero with a stun or any type of disable spell.

Let’s say 1 or 2 creeps are opposing you along with your opponent’s hero. Wait until at least 1 of those creeps die if there are two left and the last is about to die. Stun your opponent so that your creeps have enough time to attack him once or twice. This is how you will damage your opponents the most early on in the game, not by your own hand but by your creeps.

C. Harassing
Harassing can be one of two things, regular attack harassing, or spell harassing. Either way it leads to the same thing. Lowering your opponents health low enough to either kill them, or force them back to heal. Both are effective, but obviously if you can kill them do so.

Here are the different ways to harass depending on which type you are (Melee or Range) versus what type of opponent you are facing.

Melee VS Range
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There is an obvious advantage having a range attack to having a melee attack. A range unit will always has a natural advantage to a melee unit, one being they can attack you and get away before creeps attack them. Melee units do not have that luxury, but one thing they do have is damage.

A melee unit usually has a damage advantage over range units (not always). To avoid alerting creeps to your presence when trying to back off a range unit, do not click on that hero. Instead click right behind them (behind meaning were they would have to go to run away). This does not always work because the next unit that attacks you (if any) will be the unit you go for.

So before you attack that hero make sure no other unit is attacking you and go for it. Your hero (if your not attacked by anything else) will go to his default setting, which is to attack the nearest possible unit. And hopefully you go as close as possible, which should mean that enemy hero. This does not make the creeps attack you, and to get back to their tower they will have to go around you. All the while you are scoring hits on them. (Note- this is in a 1 vs. 1 situation, do not try this if there are multiple opponent’s).

Range VS Melee
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Now that you have the advantage you might as well piss off your opponent’s as much as possible. You can attack them once and click back. The creeps will most likely come for you, but you should be fairly far from the battle so it will take them at least 1 second to get to you. And by clicking back you make sure they will not get to you. You might say what does attacking them once possible do? Well once not much, but you should be doing this at every opportunity, meaning it will add up, making your job when you decide to kill them a lot easier.

Range VS Range
IPB Image

The epic battle, those who can animation cancel the best will most likely win (excluding damage of course). Range vs. range is probably the hardest of all of them because you both have the advantage of being outside the battle. And if you try to attack them it puts you inside the battle. Letting your opponent attack you a couple times as you try and run back from that 1 hit you just scored on them. The best way to counteract this is to let the opportunity present itself. Let a lot of the creeps die and right before your own creeps start pushing forward. Take advantage and run in and score a couple hits. Knowing when to do this is key to winning a Range battle.

Melee VS Melee
IPB Image

This battle is extremely…………..slow. Unless your opponent is kamikaze, you both will most likely be sitting back and last hitting. This is a position were your creeps are your best friends. They will be what do the most damage. In an IH game both melee units will be sitting back waiting to last hit the creeps. This can make it difficult to score any hits on your opponent. Again to counteract this you must let an opportunity present itself. Letting their creeps die and running in after there mostly dead to score some hits, is about the only way to damage them.

In a public game on the other hand, this changes drastically. In most pubs no one is last hitting and are just letting themselves go all out on the creeps. If you’re trying to damage them I suggest you do the same. The best way to damage them is by using your creeps, and the only way of using your creeps (short of all your opponent’s creeps being dead) is by your opponent’s clicking on your hero. So for that to happen you have to put yourself in the position to be attacked.

So now were back at going at the creeps. By sitting there and attacking your creeps (technically you don’t need to be attacking you just need to be in a position to be attacked by your opponent) you give your opponent an opening. Because you’re both melee you should be right in the battle of the creeps. So if they do attack you this will pull all the creeps to them (smart huh).

What you can do is just like in the above strategy, by not clicking on them. But instead clicking right next to them. Since you are in the battle the chance that you will attack the hero is slight but there is still that chance. Your opponent will most likely think “OMG he’s attacking me, ATTACK BACK” , and will click on you to attack. This is of course what you wanted from the beginning.

Hopefully not to many creeps died while you were doing all of this. And now you have yourself and your creeps attacking one hero. Unless there damage is insane they will have to run or be killed.

You just won your first melee battle (Kudos to you).

Spell Harassment
IPB Image

Spell harassment is much different from regular harassment because you are usually not directly in the battle. Spells can be cast further outside of the battle, and usually does far more damage than regular harassment, to more easily damage an opponent.

Depending on what hero you are, will determine how you will harass with spells. Heroes such as Lich, Tinker, Crystal Maiden, and Twin Headed Dragon have an extremely easy time with spell harassing, as they all have a spell that has a fast cool down.

With AoE spells, such as THD Dual Breath, or Lich Frost Nova (yes it is AoE also) you always want to try and get as many units/heroes in the radius as possible. Of course it is easier with a spell like Dual Breath that has a larger AoE. But with practice you can time it just as effectively with Nova as well.

When targeting heroes with a spell, you always want to target the hero who is more of a threat to you and your allies.

Example:
Say you are laned against a Pudge, and a Crystal Maiden. Both are very powerful early game. With CM she requires items to be effective mid/late game, or she can be easily countered with a stun. Items such as BKB, DoE, Lothars (I don’t know who would go Lothars but you never know) are required for her to deal damage in a team battle.

With Pudge, his damage is in his spells. All he has to get is some regeneration, wait until level 7 and go off killing. So who should you target with your spells?

CM is the best option you want to kill her, or force her back to heal as much as possible to delay any items she might get. Pudge has a harder time of farming anyways, as he is a melee hero, and must get up close in the battle. For him you can harass with your regular attack.

Because CM is outside of the battle, she is harder to hit with a regular attack that will not alert the creeps to attack you.

D. Ideal positions in Lanes
You might be wondering, what? Some people will say just being in the right lane is the ideal position. Well I suppose that’s true, but there are ideal spots for you and your creeps to be to make your job a lot easier.

The best position mid lane is for you to be right above your ramp. This gives you a huge advantage over your opponent’s. One you get for of war on your side. And two you get an extremely high chance for evasion (don’t know exact number, it is around 25% I believe).

IPB Image

You do not want to be by your tower because it can take your creep kills from you. And you don’t want to be by their tower for obvious reasons. You put yourself in a ganking position.

At either top or bottom lanes obviously your not going to have a ramp to use to your advantage. So for top, you want to be as far away from your opponents tower as possible.

IPB Image

This allows you a much safer and easier job in deny/last hitting.

For bottom, you want them to be as close to your tower as possible. So that your opponents have a harder time in deny/last hitting.

Dota Allstars Image Furion in game

E. Picking a Lane
The very first step to lane control would obviously be the lane you initially choose. Choosing a lane can be decided upon many things, whether that is your opponents, or your hero, or any hero combos you are trying.

Solo heroes are commonly heroes who have a very strong early or late game. It can also be someone who needs to get a certain point quick, to maximize his/her effectiveness for the team.

A quick example would be a Tinker. He can spam his nukes, and once he hits level 5-7 he can start ganking his opponents to help his allies control their lanes as well.

This is but one example, other heroes include heroes such as Silencer, who have an active skill (Glaives). These allow for great harassing, to maintain dominate lane control over a lane. Because with active abilities you do not alert creeps when you attack, you can attack them multiple times, without fear of the creeps damaging you.

All of these things factor into whether or not you should solo.

The other factor is gold income, heroes who require a lot of gold to remain or become effective, usually like to solo. That is because you do not want to be in your lane, competing with an ally for creep kills.

The other factors, such as your allies and your hero, are usually decided by Hero Combos, such as which heroes go well with another hero. The most common, as I mention in the Hero Combos section, is Range + Melee combo. From there it goes further down, into Disable, stun, nuke, slow and so on.

It ultimately comes down to your allies choice (not your own), as to who will get what lane. Soloing is primarily Middle or Top (Sentinel) or Bottom (Scourge).

Always pick a lane who does not counter your own skills. If you are melee, try and get laned with another melee. If you are a lowlife agility hero, try not to get laned against a heavy nuke hero.

Usually melee heroes do not solo. That is because if you accidentally get laned against a range hero, you have a very high chance of being dominated. Of course that is not always the case. Melee hero’s such as Terror Blade, Broodmother. All have great Melee lane control, from their ability to heal themselves.

If you do ever decide to solo a lane with a melee hero, who does not have an active healing ability, make sure to bring plenty of regeneration. If you get laned against a good range hero, you will be harassed often.

Remember that you can always switch if you do not like your current matchups. Just make sure to warn your allies before you switch. You do not want to leave any enemy hero’s alone in a lane for any length of time.

F. Towers
Towers are by far your most important ally, at least earlier in the game, and are essential late game to survive.

Most people think of towers, as the thing that protects them in the back, having no real purpose other than that. In that thought you are right, but there is much more to towers.

Towers are roughly the equivalent of a level 11 hero (damage wise). And you should always be using that damage whenever possible.

IPB Image

In this image, THD is clearly dominating Naga early game (Range Nuker VS Melee). I believe he thought the same thing; he was overly aggressive even for a Range VS Melee match up. Notice in this image most of the creeps, save for 1 are dead.

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In this image, THD is still nearly full life, and he is being attacked by the tower, and Naga casts net. Notice the obvious difference in our life.

Dota Allstats Image Comments

Naga lets the net fly, as the tower commences in beating him down. He notices he is in trouble and tries to back up, but by that time it is far too late.

Dota All stars Screenshot

The tower and Naga attack the THD many times, beating him down to a pulp, notice our life points now.

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THD dies, and Naga is 230 gold richer.

G. Tower Hugging
Tower hugging, is not to be confused with defending a tower. The art of tower hugging is to prevent you from getting ganked/attacked. An example would be Nightstalker is missing (and its night), so you should back up to your tower, simple, easy, and effective. Unless that Nightstalker is a crazy Rambo sociopath, he will not try to get to you (of course your life points factor into this also).

A tower is roughly the equivalent of a level 11-13 hero on your side; use it to your advantage. Obviously you’re most likely going to miss a few creep waves making sure you do not die. But this is minimal to what you could have lost had you died to that Nightstalker.

Em games are different from regular games, as the towers have less life and damage. This can be a problem when hiding next to one, as the tower will not kill a hero nearly as fast as it normally would.

Keep that in mind when hiding under a tower for protection, as an enemy hero can usually just run in and kill you without being severely hurt.

H. Spells
A spell, also known as a nuke, can be used in many different ways. Whether it is for damage, disable, or in some cases to take kills from allies (always fun tongue.gif). Most new players usually use their spells for one of these reasons. With experience most veteran players know to use their spells sooner rather than later.

It is a simple fact that as spells level up, they get stronger. I see people using their level 1 spells constantly in the very beginning of the game, and later on in the game when their spells have the most power, they have no more mana.

This is a common mistake, but it can be solved with simple brainpower, and good use of judgment. Spamming a spell as fast as possible is definitely not the best way to go.

QUOTE
Also, it should be mentioned that if you have full mana, your mana regeneration is going to waste. Being a bit aggressive with spells so that your regeneration isn’t useless is a good thing to do. For instance, I just hate it when someone starts with Sobi/Tango and then doesn’t cast a spell until like level 3 or 4, completely absurd.


(He is entertaining when he tries to act smart tongue.gif)

This is a quote by your very own Miscellaneous Guides Moderator, Akuryou. He makes a very good point. If you get mana regeneration in the beginning of the game, and do not cast a spell early, you are completely wasting your regeneration. That does not mean spam your spells like crazy. But it means that you should never let your mana get to full. Always try and make sure to have your mana regenerating.

Although with different spells comes different rules. Disable spells get their own category in all things, because they have a much different purpose than other nukes. While disable and stuns, do deal damage, they are primarily used for the disable time. Early game this can be taken advantage of at lower level spells.

To do that, you must lure them into a sort of trap. Waiting until almost all of your enemy creeps have died, and then disabling them for a time. This can be done either in range of tower, or just creeps. Either way you can deal massive amounts of damage with just 1 spell.

Dota Allstars image guide

Here we can see that all the creeps have died, and jug and void are still attacking. The tower attacks the closest target (Juggernaut).

Dota Allstars Image Screenshot tower

Tower continues to attack the Jug once more, and I am in motion to cast net on Jug.

Dota Allstar Half Dead Image

Notice he is over half dead, and the net just barely began holding him. Although he was able to barely get outside of the tower range. He was severely damage by both me and the tower.

I. Warning
Sorry for the lack of a better name, but this is one of the most important things in this guide. If you have yet to read the section on tower hugging, I suggest you switch over to that before reading this section.

Tower hugging is completely useless if you never had warning that the Nightstalker was missing in the first place. In any game you should always be warning your allies if a hero in your lane is missing.

Here are some quick quotes you can use to warn:

Bot missing (hero name/abbreviation for that hero)
Top missing (hero name/abbreviation for that hero)
Mid missing (hero name/abbreviation for that hero)

Top (Hero name/abbreviation for that hero) MIA (missing in action)
Bot (Hero name/abbreviation for that hero) MIA (missing in action)
Mid (Hero name/abbreviation for that hero) MIA (missing in action)

(hero name) healing.[/i]

Warning in general is extremely important, but so is naming the hero that is missing. That is because you have a lot more to worry about from a Nightstalker at night, than you do from almost any other hero. Dieing because your ally did not warn you his/her lane hero was missing is a terrible way to go.

Remember that if a hero has taken a long time to come back from healing it is recommended that you warn your allies again.

([i]hero name) has been healing for awhile[/i]

If you are soloing a lane and are barely holding them back a third hero popping up will more than likely kill you. Ask your allies before a game to warn you about heroes missing, and say that you will do the same (if you don’t think they normally would).

III. Overall Gameplay

A. Animation Canceling
Animation canceling is a very advanced skill primarily used on heroes such as Clinkz, Silencer, Drow, Enchantress. These heroes all have an active spell which can be either set to auto cast, where it just activates itself, or manually cast. With heroes such as these, save for Clinkz in some situations, you never want to leave their spells on auto cast.

If you do not set it to auto cast, you can effectively do something called orb walking. This is were you animation cancel using your active spell to attack much faster (note this does not actually increase your attack speed, it only decreases the delay period in between each attack). This can be accomplished by using the hotkey for that spell, such as the Impetus hotkey “T” for Enchantress, and manually targeting a hero. And as soon as your hero attacks give your hero a new command, such as casting another spell or moving (usually in the direction your opponents are at, or are running to)

You can actually animation cancel with any hero. All heroes have a “backswing” to either their spells or their attacks. Some of the most noticeable are Furions teleport, or Crystal Maidens regular attack (and her spells). To get rid of that annoying animation, you must do the same thing as with orb walking. Give your hero a new command as soon as you have attacked or cast a spell, such as casting a spell (or another spell depending on which attack you did) or moving (again usually in your opponents direction).

B. Attack Power
Using your heroes own attack power is key to winning any fight. Depending purely on your nukes as with Slayer or Lion is not something every hero can do. In a battle immediately using your own stun will most likely cause that person to run away, unless your opponent is incredibly aggressive. Attacking a few times before, and using stun when they start to run is a much better way to attack. (note this is not meant for heavy nukers such as Slayer/Lion). By being able to get those extra 1-3 hits on that hero before he runs you have a much greater chance at getting a kill.

This does not pertain to all things though. If you are ganking or attacking a hero who is nearly dead or has an escape skill, you want to disable then as fast as possible.

C. Deny/Last hit
A lot of people do not bother to last hit, but the rewards are far greater than that of continuously attacking.

To last hit, is to wait until a creep has hit a certain amount of health points, and only attack once to make sure that one attack is the killing blow.

The longer the game lasts, the easier it is to last hit. That is because you should by then have some damage items, and the natural damage you gain from leveling.

Certain skill can be used to make last hitting much easier. These skills give you a margin for error. Skills such as Pudges Rot, or Clinkz Searing Arrow, can all be used to last hit creeps.

If you score last hits, you keep yourself safe by not pushing to far into a lane. And you increase your gold amount, because you are making sure to get the last hit (the gold).

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Red health or below is when you want to attack. Depending on what hero you are using means you can sooner or later. Heroes such as techies have a very hard time last hitting because of thier low base damage.

This is also why a lot of people argue and talk about hero’s base damage. Because the higher base damage a hero has, the easier it is to last hit.

Denying is much the same as last hitting, with the exception that it is on your own ally creeps instead of opposing creeps. To be able to attack an ally creep, that creep must be below half health. But that is not when you want to attack. Just like last hitting, you want to wait until a creep is at red health before attacking that creep.

To be able to attack an ally creep, you must hit the attack command hotkey “A”, and then target an ally creep. As with all things, both denying and last hitting take practice to get right.

For a much better guide (and read) on Deny/Last Hitting or just DotA Allstars in general, I suggest you read inDe_eD’s Micro Guide

D. Neutral Creeping
In this guide you have learned how to use your own creeps, your opponent’s creeps, and any other type of unit/tower to your advantage. Now we will move on to something that will let you survive and control your lane without even being there (Weird huh?). Neutral creeps are there for your benefit, use them to your advantage at all times during the game.

As an example, say you have pushed a little too far into your own lane and fearing getting ganked, you decide to stay back and wait by your own tower. While this is smart and useful, you can put your time to better use by creeping or using the neutral creeps to stall your own creeps. Making your opponent’s creeps get closer to your own tower.

How can you do this you might ask?

Well its quite simple, all you must to is wait for your own creep wave to get to a certain point (timing is key here or your creeps will just walk by) attack a neutral creep camp (The one closest to your own lane is probably the best) and instead of staying and killing them all, run back to your lane. Make sure you do not go out of sight, and don’t run to far ahead. Lead them to a point intercepting your own creep wave, and instead of pushing forward your own creeps will stop and start to attack the neutral creeps.

Once the neutrals have been away from there camp for a certain period of time, they will try to return (taking your creeps with them), and viola you just stopped a whole wave of units. Now your opponent’s have no choice but to follow their creeps directly to your tower, while you laugh at them the whole time (Laughing = Optional).

(Please remember if you see an ally creeping it is bad manners to run over there and start attacking also. They must be there for a reason, and you should not be so rude as to try and take there kills. When someone does this to me I get extremely frustrated. Sometimes I am just 100 gold away from an item, and killing that 1 creep camp would have given it to me. Now I either have to wait, or go find another creep wave. Remember manners are important in any game)

The last strategy I can think of at the moment is neutral creep dieing. This is a bad name for it, but the basics of it are, running into a creep camp and letting them kill you to stop your opponent’s from getting experience and gold. This is a very good thing to get into the habit of, because you never want to give out gold and experience if you don’t have to.

If a neutral creep camp is not around, dieing to a tower or other creep is acceptable.

(On dieing to neutrals, this does not mean as soon as your almost dead run into a creep wave and let them kill you. If you’re not going to die in the first place obviously don’t go killing yourself. Good judgment is essential also, when being chased by an enemy hero. If you think you can get away or that you can just make it to some allies. Then keep going and do not kill yourself. But if you’re at 75 life points and slayer is right behind you about to nuke. Turning into a creep wave is probably the smart thing to do.)

For a much better guide on Neutral creeping, I suggest you read Neutral Creep Guide by MrX

E. Types of Attacks
In almost any guide you read it tells you about how constantly attacking is a bad idea. Here are the different styles, and the Do’s and Don’ts related to them.

There are 3 styles of attacks that one can use.

Last Hit: This is when you time your attack to take out the last sliver of health a creep has. This should be used in almost any situation. The drawback to this is that it is quite slow. When pushing or defending, waiting for creeps to hit a certain point can take a very long time. That can be a very bad thing, especially when you need to get rid of them quickly.

Constant Attack with timing at end: Basically a middle point between last hit and continuously attacking.

In some situations you should be constantly attacking. That is because constantly attacking pushes the creeps further back, or pushes opponents away from towers and such.

Here are some situations you should be constantly attacking in:

When pushing a lane quickly: You want to push as fast as possible. To do that you must kill creeps quickly. Sitting around waiting for your creeps to get them to red life will take a very long time. This is one situation were constant attacks are a good thing.

When defending a lane: Your opponents are pushing quickly into your lane. They are going to be near the tower soon, and are going to deal heavy damage to the tower. Because towers are vital to winning a game, you always want to keep them as high as possible in life points. Allowing your opponents to push next to your tower is fine, but you do not want them actually attacking the tower. If they push a little too far in, you should start to continuously attacking to push them back.

As soon as they reach a safe position, you can resume last hitting again. Last hitting should be used in 90% of situations.

Constant Attack: This is the style most “Noobs” use and they get ridiculed for it. You should never be using this style of attacking. You should always be last hitting, and only using constant attack with timing at end in the certain situations. This form of attacking will get you “owned” against a good player.

IV. Overall Teamplay

A. Hero Combos
Hero combos are not really used in lower level play (public games) but in higher level play (IHL, most IH games) Hero combos are essential. A hero combo is essentially a combination of heroes who compliment each other nicely. Combining heroes just right is essential because you need to even out your damage, stuns, nukes, and disables.

Depending on what type of hero you are, can decide who you will pair up with. Usually a stun is combined with damage, so that they can deal a lot of damage during the short stun time.

B. Runes
Runes are commonly used with wards. Placing a ward above a rune location allows you to check and see if a rune is there and what kind of rune it is. This is very helpful as any rune is useful. Using runes will help any team to take out a quick hero, or let someone survive further.

Going further into detail on runes, every rune is important, although admittedly some more than others.

Illusion – Most people would say illusion being the most useless. Although illusions in high level play can be one of the best (if used right). Let’s say your mid lane, your ward shows you having an illusion rune at the bottom spawn. You run down there and take it. In high level play (if they don’t have wards themselves) your opponents would warn there own teammates that your missing, which would in turn, cause most of the enemy heroes to back up to their towers to avoid a gank.

To counter this, take your illusion and put it back were you were supposed to be (middle) make sure you don’t attack with it or get hit with it as this would give you away. You now have freedom of movement for a short period of time. This freedom can now be used to do anything (ganks, heal, buy items). Although the first (gank) would be most useful.

Haste – Being warned about someone missing and having time to react are two different things. Say your teammate just warned you that someone was missing, and then they come charging at you 1 second later with haste. Pretty much guarantees a kill. Also allows you to heal and get back to your lane extremely fast.

Regeneration – Probably the most useful rune as it can be used by every hero. Not much can be said about it that isn’t to obvious. It saves you a trip back to base to heal, and allows spamming of your nuke if you have one (long as you don’t get hit). Heroes that can spam nukes include, Zeus, Lich, Crystal maiden. They all have a powerful nukes that have fast cool downs.

Double Damage – If you’re not a DPS hero with high attack speed don’t get this. Save it for teammate UNLESS your teammates cannot get to it in time. Do NOT allow your opponents to get this as it spells death for any hero.

Invisibility – Can be used in the same general way as illusion. It is used for a gank, to position you behind an enemy hero to get a kill. Although honestly in high level play to me illusion is more useful. As with invisible your opponents will still know you’re missing. But it is still very useful.

If I have not covered the basics or you want to know more you can find a great guide on runes Guide to Runes, by MasterJoe.

C. Teamwork
Teamwork is the basis of all DotA Allstars games. In public games it is much less noticeable as it is in higher level games, although both do utilize it.

Teamwork does not mean two or more heroes both attacking the same unit/hero. Teamwork is considered all things dealing with the cooperation of two or more heroes. That does include attacking a hero/unit, but is most definitely not limited to that.

An example of bad teamwork, is two ally heroes both attacking the same enemy hero. Say they both have a stun or disable spell, and one immediately casts their spell to stop the running hero. In most public games, the 2nd hero would either immediately cast their own disable, trying to get the last hit, or wait and not use their spell until they are absolutely positive that it will get the kill (also known as kill stealing).

A good example of teamwork is, using the same scenario, if one were to stun. And right before the first stun ended, the other hero also stunning. This makes sure that that hero gets the full disable time of both spells. It also lessens the damage either of the heroes would have taken, had the opposing hero been able to attack.

In a team battle you always want to cast your lower cool down spells as fast as possible. That is because the faster you cast them, the more you can cast them in a single battle. It annoys me very much when heroes like Zeus or Slayer save their spells just to try and get the last hit, when if they had cast them right in the beginning of the battle, they would have been able to cast it at least once more before the end of the battle.

Always try to kill a hero as fast as possible to lessen the damage you and your allies take.

D. Ventrilo
Obviously talking is much faster than typing. In higher level games, the players are usually talking with their teams on a program called Ventrilo. To do this you need a microphone, headset and to download Ventrilo.

The link to the Ventrilo website can be found Here.

DotA-Allstars ever has their own Ventrilo server that can be used by anyone who wants to use it.

You can find all the information on the DotA-Allstars Ventrilo Here.

Ventrilo is a small program actually. It has fairly good quality; there are 2 other types of talk programs that I know about. Skype, and Teamspeak.

Skype has the highest quality out of all 3 of them, but it has its limitations. For one it takes up a lot of hard drive space. So if you have a slow computer, playing DotA and having Skype on can be a problem. Also only 5 people may be in a chat room at a time, which makes a big clan or channel impossible to keep together.

With Teamspeak, you have much less quality than both Skype and Ventrilo, and it also uses up more hard drive space than Ventrilo………weird.

Here is a great guide on how to use Ventrilo.

E. Wards
Wards are essential to any team, whether for map control, or just to have sight over that annoying invisible hero. There are many different locations to place a ward, depending on which lane, and side you are on.

Here are some common ward placement locations:

(All of these pictures are taken from my Broodmother guide, which is currently in the 6th Hero Guide contest. Go check the Hero Guide Contest for great new guides..)
(tongue.gif Free Publicity)

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This is of course, the middle of the map. It is very common in all levels of play, and it is one I use quite a bit. It is mainly used to remove the fog of war, so your opponents cannot use it to their advantage. It also lets you nuke them without having to run up the ramp to get sight.

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This spot is not common, at least not in public games, although it is a great spot to place a ward. To get the sight of this location, you can press the Insert or Delete key on your keyboard. It will rotate your screen, giving you sight.

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This gives great sight for either side. It is common in both pubs and TDA/IH. I use it quite a bit depending on which hero I am playing.

Chickens can also place wards. Using them to place wards means you get to keep that extra space in your inventory. Also, if your opponents pay attention, a lot of people will notice the wards in your inventory and (through common sense) know that you have placed one or two depending on the number of wards you have left.

Placing wards with chicken removes that, although you need to be careful of heroes in the woods. You don’t want to get your poor chicken killed, that is just mean…..

You can find a great guide on wards A Guide for Warding. This should teach you common warding spots.

F. Chaining Abilities

In public games I see players just casting off their spells with no regard to disable, slow, stun, or any other time.

Chaining spells is what makes or breaks a team in any level of play. That is why a team of players who have played with each other a lot, versus a team of players who just met each other, will almost always win in the end. Even if the players who have just met each other are the top 5 players in the world, they cannot do anything versus a team who can chain their abilities (although that is probably a bad example, as the top 5 players are probably so good they could just solo an entire team smile.gif)

Chaining does not mean your ally casts a spell, then you cast a spell, then your ally casts a spell, ECT (well it kind of does……. But there is more to it).

When casting spells with allies, you should always be aware of the time of the spell. Whether that time is slow, stun, disable, or anything else, you should always be trying to maximize the duration.

You always want to make sure that your allies have ample time to cast their spells as well as your own.

Great spell combos are AoE spells, such as CM Freezing Field, Sand Kings Epicenter, or Enigmas Black Hole.

All of these can be combined together to deal massive amounts of damage to a team.

Example:

Enigma Black holes, during that Black Hole CM runs in and starts casting Freezing Field. By doing this you combine your attacks. Using the disable time of Black Hole, combined with your own spell, gives you a great combo with which to utilize a battle.

Any spell can be timed to combine with another spell. Disable spells, stuns, slows, and damage are all capable of being combined.

With damage spells you are trying to deal as much damage as possible with your allies, to kill your opponents quickly. Therefor reducing the amount of damage you would take from them.

You and your allies should always be thinking about this before a battle.

Talk with your allies about who will initiate the battle with what spell.

G. Communication
This can go hand in hand with Ventrilo and warning also, but this is an art of itself.

Communication is absolutely essential to anything in DotA. One of the most important things you can learn in the DotA world is to always be talking with your team.

Before battles you should be picking out heroes to target, heroes to ignore, and heroes who you should stun or disable.

I have seen teams be completely dominated throughout the entire game. Only to realize that it was “insert hero name” who was dealing the most damage to them. They target that hero quickly in the beginning of a battle, and then just mow over the rest of the enemy heroes once the target is dead.

This is also known as Focus Firing, all heroes targeting the same hero to kill that hero as quickly as possible.

This can also refer to things after a battle. Telling your teammates back before, after, or during a battle can severely reduce your losses. Or allow you that extra kick to take out the opposing team.

While talking in a battle might get you killed. You should always be trying to relay information to your allies.

Things such as:

“QoP coming from behind” might seem dumb to say. But a lot of people do not notice simple things in a battle. Some of them are focused on killing, surviving, running, or healing and do not notice.

Of course, that does not mean become a chatterbox during a fight. Typing paragraphs in the middle of a battle is definitely not the way to go. But quick words that are meaningful and essential to survival will always help your team.

Examples:

Bad way to talk: “To Whom It May Concern, QoP is coming from behind. It might be good to hide now.”

………………Yeah talking like that is a bad idea.

Good way to talk: “QoP behind us”

It is quick, simple and to the point. You should always be abbreviating whenever possible. Putting in connecting words such as the, and, or, is not always needed and can just waste time.

You always want to get the point across with as few words as possible. Just make sure it makes sense.

V. Helpful Tips

A. Ally Hero Killing
I cannot think of a better name for this, so just go along with it for now. This is (for lack of a better name) the art of killing an ally. You’re probably wondering, if you have never seen or heard of this done, what on earth this is. Well the name kind of speaks for itself. But the art of killing an ally hero is much the same as suicide to neutral creeps. You do not give your enemies experience or gold. This is an extremely advanced skill and takes some amount of skill from both people to accomplish.

You can only kill an ally unit if they have a negative buff on them (I am not positive as to all the buffs that allow an ally to kill you. But I know for a fact there are two). It is much the same as killing an ally creep. You press the A button and click on your ally. Your hero should start to attack them. If you can’t, nothing will happen.

(Again another Quote from our esteemed MOD Akuryou.)

QUOTE
The correct ally denying information is as follows – you can attack a Shadowstruck, Viperstruck, or Doomed ally at any amount of HP. Those are the ONLY spells that allow you to deny, Battle Hunger, Curse of the Silent, Shadow Word, etc don’t let you deny. And yes you seriously can attack them at any HP, I’ve screwed around and killed friends hit with level 1 SS while they were basically at full HP to start tongue.gif.


(Remember if your playing with Akuryou, and you just got poisoned/Doomed, run for your life, he is very cruel tongue.gif.)

For killing ally heroes timing is essential. You don’t want to attack an ally unit and miss the last hit, meaning you just killed him even faster. Use good judgment, if he is poisoned and the poison is dealing 90 damage per second and he has 120 life, wait until poison hurts him one more time before attacking him. If you don’t, you just gave that Venomancer (or whoever poisoned) an easy kill.

B. Enemy Hero Killing
Most public players out there will tell you what makes and breaks a good player is going 31- 0 in a game. Now I am not saying hero kills are not very important, but killing a hero is not always needed. People that see a hero half dead and run in themselves just to get one kill and die or are severely damaged; forcing themselves to go back to the well to heal just make me angry.

Let’s think about this for a second. Let’s just say a Crystal Maiden and a Bloodseeker are laned together, against a Rhasta and a Lion (ouch). A battle just occurred and the Rhasta and Lion both went out of the battle severely damaged forcing them both to go back to the well to heal.

A good player would take advantage of this and either farm more, help gank another lane, or try and take down that lanes tower. But in almost any pub the Bloodseeker would run in and try and get him some kills. Nearly killing himself in the process (if not dying). Him being dead does a couple things, it severely reduces the damage you could of used on a tower or in a gank, and if he died (which is far more likely in high level play) lost a lot of gold just for a number on a scoreboard.

Now by all means if you have the chance to kill a hero without severely hurting yourself take that chance. I’m most definitely not saying hero kills are bad. They reduce your opponent’s gold and the amount of experience they get while they are dead. But nearly killing yourself or really killing yourself is not the way to go.

But again we go back to the lane match up Bloodseeker/Crystal Maiden VS Rhasta/Lion. Say the same thing happen the Rhasta and Lion are both severely hurt having to go back to base to heal. They not only lose farming time and experience but allow you freedom of movement as you no longer need to protect your lane for a short amount of time. Allowing you to go gank a hero or also allowing you to maybe take out your lanes tower. In the long run this would be far more viable than the first.

If you get nothing from my ranting, I hope you get this. DotA is about killing your opponents base. It is not about how many numbers you can get on a scoreboard (although they do help).

C. Juking
What cannot be said about Juking. It is the art of deception used to either lose your opponents, or to trick your opponents. Either way is quite effective, and should be used whenever needed.

To juke, you must either force your opponents to lose sight of you, or force your opponents to lose you all together. There are many different ways to do this, but the most common is the sight juke (bad name but who cares).

A sight Juke is a Juke commonly used by running through trees. Depending on what lane you are in (this is were the lane control comes in) you might have to use your Juking location a lot. Here are the most common Juking Locations for Each Team (Sentinel and Scourge) divided into the 3 different lanes.
Red Outline = Sentinel Location

Green Outline = Scourge Locations


(Although they are all interchangeable, they are more commonly used by the appropriated color.)
Sentinel


Top Lane

Dota Allstars Strategy

Technically this can be commonly used for either side (Sentinel or Scourge) but the top lane is severely lacking in good Juking spots (if anyone knows of a good Juking location for the top lane, located in the top lane and not around it, then please PM me it or just post it here. I will of course give credit to you). I cannot express in words how many times this spot has saved me. But I can however express it in numbers, 1345246213458589. Yeah, that is how good it is.

Middle Lane

Dota Allstars Red Lines Strategy

This is by far the most commonly used Juking location. In almost any level of play you can see heroes trying to hide in this location to lose a hero, or to make a hero lose sight of them. That is because it is a great location. You can use this from any angle, and leave from any angel, making this a very versatile location, not limited by the usual 1 way in 1 way out.
Bottom Lane

Dota Allstars

Next to the middle lane Juking location for sentinel, this is the most commonly used Juking location. It is great because, depending on whether or not the tower is down, all you have to do is run back here, and unless your opponents are kamikaze, they cannot chase you without risk of dieing from the nearby tower.
Scourge


Top Lane

Dota Allstars

Not heavily used unless you are trying to avoid an attack or nuke. But that doesn’t mean it is useless. Using this spot correctly does not mean running straight to the back, but instead running in and out the other side. A common mistake people make is to run straight back as far as possible. This does nothing but trap you in between trees and your opponents.
Middle Lane

Dota Allstars Image

A fairly new Juking location, but its usefulness is already a staple in most team matches. You can commonly see hero’s running back through this to get as far away as possible from enemy heroes, which is exactly how it should be used.
Bottom Lane

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As appose to most of the other Juking locations, this spot is not commonly used. Although it is a great Juking location, it is not commonly known for some reason. Again this is mainly used to force your opponents to lose sight of you, and to some extent to lose them altogether.

There is no current guide to Juking, although Kleech and I are in the process of writing one together. As soon as we are completed, I will link it to this guide.

D. Tower Saving
This can be accomplished one of two ways, either by going to a tower being attacked, or by using teleport.

The first (going to tower) is boring, but semi effective of course. The other is much more effective, faster, and much cooler tongue.gif.

Teleporting is defined two ways, either teleporting by BoT, or by Scroll of town portal. Either way is fine, but Scroll of town portal is by far the most effective means of defending a tower.

Why you might ask, is a town scroll so effective? Well when you teleport to a tower with a town portal scroll, you give that tower a bonus in armor. The exact amount of armor boost is 99999 (the max amount of armor you can have), making that tower nearly immune to attacks for a short period of time.

BoT does not give the armor bonus no matter what you do, which is why it is not as effective.

For the armor bonus to occur, you must actually click on the tower to teleport. Using the mini map or clicking right next to tower does not work. You must click on the tower.

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There are two ways to Scroll teleport. Either teleport and let yourself “go”, or you can teleport and then press the hold position button “H” right before you teleport. This will stop you from teleporting in the middle of a bunch of enemy heroes, which is not very smart thing to do, but still give that tower the extra defense for a short period of time.

You can also teleport to Rax to get the same bonuses in armor as with towers.

With towers if they fall below 130 life, and someone correct me if I am wrong, you are able to deny them just like a creep. Just click the “A” button and click to attack them.

If you see a tower being attacked by creeps, you want to attack one of those creeps and run back. This will pull the creeps off the tower into chasing you. You have regeneration to get back the life you lose, while towers do not. It is a small price to pay to take a few hits from creeps to save a tower in the process.

VI. Other Tips


If you are a melee hero or a range hero who does not have an active skill, such as searing arrows, clicking on your opponent to attack will turn the creeps on you. You can semi-avoid this by instead of clicking on them clicking in front or behind them and allow your hero to be right next to them. This will more likely than cause your hero to attack their hero. This is mostly to be used with a stun or some sort of disable, as running right up to your opponents is never a good idea.

With Rax and towers you can actually deny both. But with Rax you do not want to deny. A key difference between Rax and towers is that Rax have regeneration, while towers do not.

Town Portal scrolls are invaluable. Whether to save a tower or help an ally lane, you should always have 1 in your inventory for just such as occasion. Especially versus heroes, such as Naix, who have a slow and will hill you if you try to run. Most heroes who have slow spells such as those cannot stop you from teleporting. It is a great counter to any Slow hero.

Versus stun heroes, just wait for them to use their stun, and then teleport. Although a little more dangerous, the reward is keeping you alive.

VII. Links

In my guide I link a lot of different guides for better references. Here is a complete list of those guides, and some others that I recommend that do not go with a section.

Links that are in guide:

inDe_eD’s Micro Guide I highly recommend this guide. inDe_eD is one of the best guide writers on the forums, and his guides are always insightful. I actually started writing guides after reading his Silencer, Furion guides. Sad isn’t it………………

Neutral Creep Guide by MrX Another highly recommended guide, just recently appointed premium (took you guys long enough tongue.gif). It is a great source for all things creeps. This is one of my favorite guides on the forums.

Guide to Runes, by MasterJoe It’s MasterJoe, the guide must be good. That or he is completely fooling us all (really hope that isn’t the case smile.gif)).

A Guide for Warding Guide I use when referring to ward locations. Although a bit outdated, and lacking a few spots, it is still a great guide for wards.

Other recommended links:
Akuryou

This is his private PM box. I got a lot of suggestions and answers from him. He was a very good reference, as you can tell from all the quotes in the guide.

(I am just kidding, the link doesn’t actually work tongue.gif. But he was a big help.)

PieMonger’s Guide TO EVERY SINGLE HEROYou now have the skills to play in a lane; all that’s left is to pick a hero. Here is a guide of all heroes, and their basic strategies. This is highly recommended for new players trying to pick a good hero to learn, and for old players for some quick references to strategy.

ECKsO’s ::Hero Counter Guide:: Great new guide, it should be insanely comprehensive once its completed. Although I am not a big fan of counters, I really like this guide because it is well written, and in depth.

BLOAW’s Guide to Lane Control Want to read another guide like mine? BLOAW has updated his guide a lot, enough that it is a VERY good guide now. If I am not careful it might take my premium spot smile.gif.

VIII. Conclusion

Thank you for reading my guide, if you have anything you think should be added or any errors I might of made feel free to post them here.

If anyone would like to use any of the images in this guide, or any of my other guides for that matter, all I ask is that you PM me first, telling me what you are going to do with them. And give me credit to them in your guide or whatever you’re going to do with them.

Unless I am in a very bad mood, or I just don’t like you (probably won’t happen), I will most likely say yes.

Special thanks go to:

Akuryou (For being a great MOD, and giving me loads of suggestions, and again sorry it took me so long to edit this)
[MVP]DM. (For loads of suggestions, and just for saying it’s a good guide, that was great)
Gerbear ( For all of his comments.)
Epsilon ( Great comments which I put into the guide)
Devils_Terror