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    otA llstGu

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    dvanomp

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    cedilati

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    play

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    1

    Forewords: I made this compilation with guides I consider to be a must read for all dota players, experienced or not. To the authors of each one of this guides I apologize for changing the image and text format it was for uniformitys sake. I also apologize for doing this without permission, but since Im not selling this and

    Im giving credits to all of you, I think its ok.

    I have to mention ECKsOs Hero Counter Guide and MountainWolfs Guide to the jungling 3Bs, which unfortunately I couldnt include here. The first one for being so extense (I think most of the hero counters are a matter of common sense, but at last it was a nice guide) and the second one for including videos and replays. Dont get me wrong that is an excellent guide and having videos and replays are a wonderful way to learn but this complilation is made to be printed and with replays and videos, thats impossible since those were the core of MountainWolfs guide.

    To Malle: Since your guides on Attack speed and Bash/Critical stacking are so short, I preferred to merge them in a single guide I hope you dont mind.

    To all DotA players and community in general, I hope this will be useful to you. Enjoy the reading.

    [Skyline]

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    Contents Guide to lane control MaJu 3 Guide to lane control Blaow 30 Micro Guide: Improving your DotA game inDe_eD 54

    Lineups NXM.NunnoX 62 Guide to making lineups Devils_Terror 69 Guide to creep pulling thisisBob 73 Jungling Guide v1.5 DarkMilkShake 83 Guide to experience Nova 91 The art of mindgames totallnewbie 96 All about towers Y0UR 119 Items effects on images Gray the Grayte 123 Introductory guide to orb skill usage farseerdk 124 The Complete Orb Effect Priority Table Malle 129 Spell resistance stacking guide Gradenko_2000 132 The Attack Speed and Bash/Critical stacking Guide Malle 135

    EHP and

    Dmg

    Multiplier

    Guide

    Ironfisto

    137

    DPS and EHP Optimization Ironfisto 143 Linken's Sphere Guide: A list of what it blocks Allure 157 Hex! All effects and details Y0UR 166

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    3

    Lane Control By Maju

    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

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    6

    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

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    to

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    scoring hits on them. (Note this is in a 1 vs. 1 situation, do not try this if there are multiple opponents ).

    Range VS Melee

    Now that you have the advantage you might as well piss off your opponents 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

    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 the key to winning a Range battle.

    Melee VS Melee

    This battle

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    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 youre trying to damage them I suggest you do the

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    7

    same. The best way to damage them is by using your creeps, and the only way of using your creeps (short of all your opponents creeps being dead ) is by your opponents 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 dont need to be attacking you just need to be in a position to be attacked by your opponent ) you give

    your opponent

    an

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    Because

    youre

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    in

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    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 hes 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

    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 dont 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.

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    14

    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.

    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.

    (hero name ) has been healing for awhile

    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 dont 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

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    16

    For a much better guide (and read ) on Deny/Last Hitting or just DotA 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 dont 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 is optional).

    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

    Please remember that 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 their 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.

    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 youre 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 youre 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.

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    17

    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.

    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 Dos and Donts 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.

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    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 ). Lets 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 dont 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 dont 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 isnt 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 dont 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 youre not a DPS hero with high attack speed dont 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 youre 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.

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    C. Teamwork

    Teamwork is the basis of all DotA 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.

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    also

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    the

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    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.

    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 Ventriloweird.

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    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

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    battle is definitely not the way to go. But quick words that are meaningful and essential to survival will always help your team.

    Example: 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. Youre 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

    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 dont, 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.

    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

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    Let's think about this for a second. Lets 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. Im most definitely not saying hero kills are bad. They reduce your opponents 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 where 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. )

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    D. Towe

    to attacksis why it i

    For the aclicking ri

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    29

    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.

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    30

    Lane Control By BLAOW

    Preface This is a guide to early game lane dominance. I assume the reader has a basic knowledge of DotA and can refer to other sources to look up heroes/items/abilities. If I use an abbreviation or term you do not understand please refer to Malle's excellent DotA game commands and common abbreviations list. I will be focusing on non em since lane control in em is less important, although I will try to point out some points for em as well. If you disagree or have something to add please post and back up your points with a valid argument, I'll try to include other's view points with credit if they are good even if they disagree with me. Sometimes there is more than one right way, or different things work in different situations. Please post your comments, opinions, and disagreements, constructive criticism is welcome! Anyway, on to the guide.

    What will I learn from this guide?

    This guide is an effort to comprehensively cover every aspect of lane control and early game strategies within reason. If you are unfamiliar with the concept of lane control I suggest you read all of it. However more advanced readers will certainly be familiar with some or many of the ideas covered so if you belong to that group feel free to skip sections. If you wish to explore a certain aspect of lane control use the table of contents hit ctrl f and type in the section you wish to go to.

    Table of Contents

    1. What is Lane Control?

    2.

    Your Hero

    3. How to Build a Lane Controller 4. Choosing your Lane Control Style 5. Harassing 6. Map Awareness and Ganks 7. Creeps and Towers 8. InDepth Scenarios 9. Secret Paths and Juking

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    31

    1. What is Lane Control?

    I'll define lane control as keeping your opponent away from the creeps while you last hit and deny. Please note that autoattacking is almost always a bad choice unless you need to push up quickly. You should either focus on last hitting and denying or on keeping your opponent away from the creeps so

    they cannot last hit, deny, or gain xp. If you farm up or hold your opponent down you will have a significant advantage throughout the game, especially in non em games. For people who just autoattack, trust me, last hitting and denying is worth it. You will farm much faster and stop your opponents. For more info on last hitting and denying check out inDe_eD's Guide to Micromanagement.

    2. Your Hero

    The key factor in how you lane control is what hero you have. Ranged heroes with a good attack animation and some form of harassment (for example, Tinker or Viper) are usually the best at laning. The worst are low hp melee heroes with no form of harassment (for example, Naix). If you think early

    game lane

    control

    is

    worthless

    compared

    to

    a great

    late

    gamer

    you've

    never

    laned

    against

    someone

    who

    is good at lane control. Here is a list of some pros and cons for lane control:

    Pros (good for lane control)

    Ranged Fast Attack Animation High Base Damage An Autocast (orb) ability Direct Damage Spells (from now on referred to as nukes) Damage over Time spells (from now on referred to as DoT's) (note some are useless, do the

    math on how much damage they do)

    Stuns/Disables

    Cons

    Melee Slow/Awkward Attack Animation (Lina, Razor, Crystal Maiden, etc...) No Escape Method (Blink, Waveform, some sort of disable) Low HP

    As you can see, fragile melee agi heroes struggle the most early game, especially those with no means to defend themselves or harass. A lategame hero like Troll or Phantom Assassin can be outlaned so badly that it takes them the rest of the game to recover and catch up. Generally, better lane controllers go

    mid because most pushes are focused mid. Sometimes better laners will go to the side lanes so they can dominate a lane and farm up so be careful and always be ready to face against a strong laner. If you find you can't handle your lane then ask for a gank or switch lanes. If your teammates are smart they will help you, rather than letting you get destroyed while your opponent farms. It is just important to LET THEM KNOW you are in trouble, rather than they get the fun surprise of a farmed out Juggernaut (or any other item dependent hero) at the 30 minute mark.

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    Leoric t

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