Lane control :
Lane controlling is tough. There's hero made for it. I will tell an easy one, Furion. He have the best skill to contral lane, that is, Global Teleport. What it mean, you can rejoin a lane every 20 sec (level 4) to push/help mate. The Force Of Nature is also helpful, wich can be used to add creep and then go to an other lane with allies. In the end, you're pushing two lane in the same time wihtout splitting the heros. His ult can dommage global map creep and hero. So I give you an exemple.
Furion is top. He use Force of nature to spawn 4 treant. He push a bit with it then tp bottom, where his team goign to get tier 2 tower. Now Furion is bottom, the top treant keep push. Furion should use his ult only when there's 2-3 hero visible, the rest is coming. Use the ult on the TOP lane when there's CREEP. After doing so, the top creep are dommaged and it's easier to your creep to kill and get the tower at top dommaged. Now, this is touched. From this time, force of nature cd is up. Two choice, use it with your mate to push OR tp top and push it. All this will depend of who you're facing, do your team can handle your left? Should they back if you tp? Wich tower is the most dommaged? Are their hero low hp? Do they have good creep killing ? Like Rhasta/Lich/Wd/Krobelus that can easly take off a creep wave with their skill. All this matter in dota, and these action will be learn by the experience over playing.
An other lane controler is Sb, known as Spirit Breaker. Well, ward is usefull to gank with him, but for now, he's an awesome lane controler and farmer for his ability to charge a creep. It allow him to go from a lane to an other really quick and be a team helper. There's few hero like this, lane control/pusher can look the same, but there's different thing over them. Lane controler make the ennemy team feels like they can't get in lane, being scare they will be ganked : SB and Furion. So they will be more safe, getting in jungle, and then, they are easier to caught and gank. Of course, there's the luring part.
Lure/Bait:
Some people have a role, and this one is to lure. Carry or Semi carry should do this job. SUPPORT HERO, IF YOUR CARRY LURE, DON'T LET HIM DIE. The way to lure some hero is when you know the ennemy is trying to gank you/roaming around. Show yourfelf, with a good positioning. Be sure your support can be there in a sec, stun disable them. You're litteraly baiting them to the death. It's dangerous. But if they try highly to get you and that your support back up you, exemple, with stun/heal/disable/nuke, their team will be more dommaged and surprise, wich will probaly cause a retreat, don't chase hero half HP, you will fall in the same bait in the end getting to deep on their side. If a hero is 100 hp, ofc, try to kill it. But if 3-4 hero flee half hp. Let it go. Most of the time, they will not be able to def the push for next minute or so, take that to your advantage, you know they arent farming, pushing or whatever, it's a time for you to get tower, shop, farm, etc depending your role.
The team Battle quick view :
This can look long, but the enter is counted in less then 3 sec. Tank get in, right after it the support should do all they can and last come the carry. The carry should NEVER aim the tank. The shop of the carry is to make speed dommage. To be clear, you make dps, lowe hp your ennemy is, better it is. Kill the support in 10-20 sec is safier and will help your team over. You will be able to kill maybe two of them. If you came at the right time, when all their stuff is on cd or low mana etc. If you start punching the tank, well, they will all focus you down, their carry will jump over your support, you will get your tank killed, and lose the team battle. Look, this is basics and not a proper form to play. Player get their skill involved over playing game over years.
Jungle Time :
There's time to jungle. You cannot go jungle and let your team die! Also, when you see a bunch of creep wave incoming, TP to it, over getting a camp of creep. Carrying a tp when you're a jungling/farmer hero his a need. 135 Gold for a tp to a 300 gold creep. worth the price. Then you can go back to your jungle farm. Remember that jungle is there to let you farm safier when you see that the lane have to much opposite hero. Pull is a good strat when used carefully and well. It can be used to back up the wave creep went to far to your tower, or used to have ''two'' creep wave in one. For this case, you want to push and be more aggressive. Jungling hero can be called by their early went in jungle (allowing two solo) : Naix/Syllabear/Furion/LegionCommander/Skelton King/Veno etc. When you start jungling, you need to have an eye around the map. When you see to much people missing, get back in the lane, when you feel safe, go back jungle.
Map :
Yes, this little square can save your life. Having an eye on it can make the difference in the end. Not only to back or know the miss. But to know where your allies are regarding yourself. If you're going in their base, and that all your mate are backing, back. Don't keep going and tell ''we arent pushing?'' Look the map, they ran back. Your fault. After this, the mia or miss call. It's important to call it, especially when you're the mid solo. Mid are most of the time a hero that will carry or roam/gank. When the mid miss, if you saw the way he went, tell it. You can ping your ally to tell them to back, ping are something that people pay attention on. On the map, if someone is missing mid, you should of hug the tower, or finish your creep wave and back up (if no one told wich direction mid went).
For mid solo, when you see one miss, or two on the map, on side lane, back up. If you're facing an invis hero, and that you don't see him for about 5-10 sec and that he was farming creep often, back and tell to ally miss. If there's no miss, try to no be aware on the map. Exemple, tb put an illusion and go for you. You see two hero in a lane, but if you see that the ''tb in this case'' is to much on the back, stay away from possible gank. Map is usefull to see pudge, why? Sometime pudge is visible on the map, but the way you put your screen vision, you can't see him. Be aware of him. When you see his color. Back or run the opposite way, so the hook wont catch you, maybe.
Map is there to see the rosh pop too. Keep an eyes on it. At first, it's a big red dot. If killed. A green dot will appear when he's back. React to it. Use the map to cast some global spell like furion one, dont lose the vision of your hero for nothing.
Nutz's Dota FAQ. GameOverview
- NutzSucksHard
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Re: Nutz's Dota FAQ. GameOverview
I have a very strong belief that tinker with boots of travel is way more amazing than furion when it comes to laning he can tp faster and his march can take out multiple waves
Re: Nutz's Dota FAQ. GameOverview
neither furion nor sb has good lane control. not sure if u know what lane control means
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