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    DOTA103 - Advance Guide

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    DOTA103 - Advance Guide

    Post by -cS^sWiTcHFooT on Wed Dec 23, 2009 2:08 pm

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    Roaming happens early-game and involves moving between lanes,
    hopefully unseen, and focusing your efforts on killing and hence
    keeping down enemy heroes and allowing your allies an advantage in
    their lanes. Clearly some heroes roam better than others, and these are
    often those with some kind of skill which can be casted often (low
    CD/manacost/both), and gets a lot of its power without levelling it to
    max (as you want it to be powerful from the get-go).
    successfully gang you need allies, the runes can also be very helpful,
    and seeing as how you'll not often be tied down to a specific lane,
    they'll often be at your disposal. A successful gank requires allies
    and good timing. As a rule, wait until your gankee is overextended and
    then strike, use your primary attack first to chip them down, then
    throw a slow/stun as they start to run away to maximise the usage of
    your spell. This is important as these early-game ganks can often come
    down to whiskers of remaining HP so you have to squeeze every last
    amount of use out of yoru spells.
    Finally, manaregen, hp regen and
    small advantages over your opponents in terms of items are hugely
    important to all roaming heroes. As such, empty bottle is pretty much a
    no-brainer, giving you the means to use yoru spells more frequently and
    get the most out of any runes you discover, and in many cases early
    boots of speed, perhaps even as first item, will let you get kills you
    might not have otherwise gotten.

    Roaming Heroes

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    Veno is an excellent roaming hero from the very beginning of the game,
    his Venomous Gale allows him amazing ganking power due to the strong
    damage and the exceedingly powerful slow. Without runes Venomancer is
    nasty, with runes he is often fatal. Try to wait for the opponent to
    overextend themself in the lane and then strike with an ally. As you
    level up you obtain an additional slow in the form of poison sting, and
    more sources of damage in the levelled up Gale and Poison Nova so
    veno's roaming remains potent for the most-part of the early game.

    Vengeful Spirit
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    Venge is another excellent roaming hero, although less powerful than
    veno on the first couple of levels in general, venge's roaming power
    really takes off after you obtain some more levels in stun and later
    swap as well. THe fact that missile is instant damage, rather than
    damage over time, and that it is a stun rather than a slow combined
    with the possibility to use your stun twice in one gank because of its
    low cooldown mean that venge becomes one of the most powerful
    mid-earlygame roamers around. With some good warding for nether swap,
    and some timely ganks, a well-played venge can devastate what might
    otherwise have been powerful lanes.

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    Tide is very similar to venge and veno in how his roaming actually
    plays out, he approaches from the back and uses gush to slow them etc.
    However, he is far tougher than either of the above, and this allows
    him a certain amount of leeway in his ganks. ON top of that, unlike
    veno, his spell takes away armour from the opponents, and when this is
    combined with the possibility of an anchor smash, tide can do and aid
    in the doing of some especially potent damage. Furthermore, when Tide
    hits level 6 his ultimate means that, with enough mana, you can often
    ensure a kill every time it is cooled down. Mana, however, is a problem
    for tide, his low intelligence mean that he struggles to regenerate
    (and have a decent-sized pool of) mana, so bottle and hence runes are
    very important to him. However, if you fix these flaws along with a
    small amount of HP, tide can survive like this for the whole game,
    meaning that once you have these problems solved you can cause havoc
    all over the map.

    Rogue Knight and Skeleton King
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    Sven & Leoric are both similar roamers, stormbolt is used as
    your ganging spell, and the main power of these heroes comes from that
    spell combined with their relative fatness. A sven/Leoric had a LOT of
    hp, even more when you consider that they can easily level stats early
    in the game, and this means that they can dive right through yoru tower
    and creeps to land two or more stormbolts early in the game, mana
    permitting. Roaming for the whole game is unwise with them, as they
    (particularly Skeletong King) are fairly farm-reliant, but some timely
    roaming at an early-stage can give your team a strong advantage which
    can be built on to achieve victory. The style is similar to that of
    venge or veno.

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    Shaker is a fairly unorthodox but extremely powerful roaming hero in
    the right hands. The key here is fissure which gains full duration and
    range at level one. Early-game fights, particularly in solo lanes, are
    often fairly close, and this is where shaker comes in, with a timely
    fissure you can stun and cut off the escape of an enemy, netting a kill
    for your ally and hopefully winning him the lane. Another important
    factor is the presence of shaker in the game, while all roaming heroes
    force a certain caution onto the enemies, shaker's potential impact is
    so great, and his range of influence so wide that simply the fact that
    he is roaming can often force the enemies to play more passively. This
    can result in an ally not only getting kills but also getting freefarm
    as well, and the potential impact should not be underestimated. Despite
    the potential rewards, shaker is an incredibly hard hero to roam with,
    fissure and hence shaker are hard to use at the best of times, but in
    this case you don't have the safety blanket of farming up a blink
    dagger and hence your ulti to fall back on. A roaming shaker is a naked
    shaker, you're playing with your skills and your allies abilities
    alone. Furthermore, shaker has unusually high manademands for a roaming
    hero; both bottle and clarities are highly important in making sure
    that you have the mana to actually have an impact in ganks.

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    Jugger is a fairly simple, albeit challenging, roaming hero. He
    relies on the raw damage of spin to dispatch enemies early game.
    Clearly he has no stun or slow here, and although his innately high
    movespeed, and possibly early boots, can help him to a certain extent,
    using an allied disabler/slower is advisable to make the most out of
    jugger. A shadowstrike or a Shakle can allow you to get off a full
    blade spin on an enemy hero which, in almost all cases, will net you an
    early kill. Jugger should not spend the whole of the early-game
    roaming, as unlike most other heroes mentioned, he is a genuinely
    powerful lategamer and some effort should be given to getting items to
    take advantage of that. However, he is fortunate in that bladespin not
    only allows him to kill stuff, but also means that, with a supply of
    mana, he can take out whole creepwaves and neutral camps in one go
    making for easy farming inbetween ganks.

    Priestess of the Moon
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    PotM is very rarely used as an out and out roamer but is a role a
    skilled potm is more than capable of fulfilling. Her ganking power
    revolves around her arrow, a perfect, long-ranged arrow is unrivalled
    in stun-duration early-game, permitting 5 seconds of PotM and her
    allies beating on an enemy. However, hitting these arrows as a PotM who
    is simply laning can be a challenge as the enemy can quite easily
    anticipate them. If, however, that PotM is roaming around the map, the
    arrows can be far more difficult to dodge, firstly because the enemies
    won't know the PotM's location, and secondly because of the more varied
    directions from which they can come. Because of her massive area of
    influence and potential a roaming PotM will have a similar effect to a
    roaming shaker in that she will force the enemies to play in a
    different, more cautious way. It is important to remember that, as
    PotM, although you have great ganking ability, at some stage in the
    early-game she must get some farming and levelling done, it is
    important to have every single one of your spells maxed out, and this
    will mean that some levels will be needed at some stage. Therefore,
    unlike some of the mentioned heroes you cannot afford to spend all of
    your time roaming. Fortunately, Starfall gives you some leeway here.

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    Note: The techniques described here work best when playing with
    an organized team or allies that you trust. However, assisting your
    allies and going out of your way to benefit the team is appreciated at
    all levels of play! Do a good turn for your ally in a public game, save
    him from certain death, he might return the favor when it counts most.

    The "Greater Good" Role
    A well-functioning team needs people in many roles, like those who
    gank actively around the map and those who farm items for lategame. One
    of the most key roles to the team's success can be a good supporting
    player, one who opts to make their plays for the overall benefit to
    their team, rather than in an effort to get the biggest items possible
    for themself. While it might sound boring to let someone else get the
    glory, there's actually a lot involved in being a quality support

    Who Plays Support?
    The best support heroes are generally casters that do not need many
    items in order to fulfill their role in combat. For example, the
    Warlock is a classic support hero, since he has a large amount of
    health and mana by default and all of his skills are incredibly
    effective on their own, he does not require large items to back them
    up. Other casters like Lich, Lina, and Crystal Maiden also often fall
    into this role. It really depends what heroes are on your team, the one
    that needs items the least should generally take the biggest part in
    the supporting role.

    Any good team needs a chicken from the start! Don't hesistate to buy
    one and share it with them, they will appreciate it immensely. It takes
    a lot of time to walk back to the base to buy items, having a Chicken
    available means that your entire team can stay in their lanes longer
    and keep the pressure up on your opponents. The Flying Courier upgrade
    is incredibly useful as well, as it dramatically reduces the transport
    time. If your chicken is seeing a lot of use, grab the upgrade,
    everyone will thank you for it!

    While map control via Warding is a whole topic in itself, remember
    that Wards cost money, so somebody has to step up and buy them. If
    you've got some gold to spare, grabbing the team a pack of Wards is a
    great investment. If it saves just one ally from one gank, the pack has
    already paid for itself. Also, Wards often have to be placed in
    dangerous territory, so the hero that goes to set them is at a good bit
    of risk. Chances are, the hero sent to place them will be the heavy
    support, as they are the most expendible, but it can't hurt to convince
    an ally or two to come with you for safety.

    The most enjoyable part of being a support hero is that you'll get
    to be in nearly every fight for the entire game. That's a lot of action
    and certainly more than most of the other players on your team will get
    to see. Keep an eye on your minimap and a Town Portal Scroll on your
    hero at all times, if you see that your allies are getting into a
    fight, immediately teleport to join them. Nothing turns a 2v2 battle
    around like a third hero teleporting in to help. If you show up to lots
    of fights, your team will win lots of fights, which leads to good
    things all-around. This is one of the most important aspects of being a
    support hero -- while you can ask your allies to chip in and help you
    buy Couriers or Wards, but there is no substitute for you being an
    active presence in combat. Active and alert support heroes win games,
    learn it, love it, play by it.

    Some opponents can be cautious and hard to gank, but it's often hard
    for people to resist the urge of taking what looks like an easy kill.
    Acting foolish and wandering into enemy territory "alone" can be an
    excellent lure. Ask a couple of allies to lurk in the woods near you,
    when the enemies come to take you out, throw everything you've got at
    them and then watch your allies clean up. It's a bit dangerous for you,
    but with some practice, it's not too difficult to survive. Remember,
    even if you die, if your allies pick up a couple of kills in exchange,
    trades like that will win your team the game.

    Self Sacrifice
    Sometimes things just go badly. It's going to happen, nothing that
    can be done about it. If you're with an ally and both of you get
    ganked, try to get a realistic grip on the situation. Does it look like
    both of you can survive? If not, figure out which of you needs to
    survive the most. If that's your ally, do everything you can to save
    them. Jump back into the gankers, disable one of them, block another
    one, then perhaps try to make an escape in a completely different
    direction. It's not too difficult to be enough of a distraction to let
    your ally escape. So the next time you get into a tight spot, don't
    blindly keep thinking, "I've got to escape no matter what," because a
    suicidal move on your part might save an couple of your allies and be a
    huge benefit to your team.

    Last edited by -cS^sWiTcHFooT on Thu Dec 24, 2009 6:13 pm; edited 2 times in total

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    DOTA103 - Advance Guide

    Post by -cS^sWiTcHFooT on Wed Dec 23, 2009 2:15 pm

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    As you are probably aware by now, there are three lanes in DotA and
    your team has five heroes to split between them. This can mean only one
    thing: someone on the team has to be on their own and solo a lane.
    Proper soloing techniques are very important and skills that any
    aspiring player should attempt to master.

    Note: If you haven't read the article on the fundamentals of Lane Control, go give it a read before continuing. This article builds upon many of those concepts.

    Heroes that Solo
    There are two fundamental classes of heroes that tend to solo, for two very different reasons:

    Those that need a quick boost in levels
    with powerful nukes often make great solos, because having all of a
    lane's experience for themselves makes them level more quickly than the
    rest of the heroes on the map. This means that their nukes are more
    powerful, more quickly, which puts them in an excellent position to
    gank all around the map and apply lots of pressure to the enemy team
    with their superior firepower. These heroes tend to solo the middle
    lane, as it gives them easy access to the runes and also a short
    distance to travel for ganking either of the other lanes. Some examples
    of these heroes would be Tinker, Shadowfiend, Priestess of the Moon,
    and Zeus.

    Those that need to farm
    with weak earlygames due to lack of nukes, but strong lategames due to
    multiple combat-related abilities also often solo. They benefit
    immensely from not having to split experience with an ally or fight
    with that ally for the creep kills. This boost of levels and gold helps
    them more quickly become powerful enough to have an impact in fights.
    These heroes tend to solo the bottom lane on Sentinel and the top lane
    on Scourge, since those lanes are not only more secluded and protected,
    but they also have a neutral camp that they can pull. Some examples of
    these heroes would be Syllabear, Troll Warlord, and Visage.

    Solo Middle
    are many important skills for soloing middle, which when properly put
    together can lead to complete dominance of the lane. Note that in one
    form or another, they all revolve around establishing control of the
    runes. The runes are extremely useful and most solos choose to take
    full advantage of them.

    Starting Items
    extremely important to have a Chicken if you are solo middle. Ask your
    allied support heroes if they will buy one and share control, but if no
    one is up to it, grab your own. The ability to obtain new items from
    the chicken is key when soloing middle, as the delay of going back to
    base to get them sets you too far back and allows you opponent to gain
    a significant advantage. From there it is wise to spend the remainder
    of your gold on stat items like Branches, which ever of
    Slippers/Mantles/Gauntlets gives your hero damage, and regen items like

    Early Positioning
    the first few creep waves, neither you nor your opponent will have
    strong nukes, so the majority of the combat will be done with your
    basic attack. You'll be attempting to get as many last hits as
    possible, while also getting in harassing hits on your opponent. Since
    ranged attacks have a chance to miss uphill, it is to your advantage to
    keep the creep combat up the hill on your side of the river, so that
    you are assured to hit all of your attacks, but your opponent is not.
    Also, your opponent's vision is more heavily restricted uphill, so you
    can take advantage of this to better time your last hits and harasses.

    The Bottle
    excellent first item to head for is the Bottle. The first one to obtain
    a Bottle has a large advantage in the lane. They can trade hits with
    their opponent for a bit and then immediately pop a Bottle charge to
    get back up to full health. They then have a large lead in health and
    their opponent is forced to retreat because they can no longer afford
    to trade hits with them. Until that other hero has regained some health
    or gets the gold to get their own Bottle, they are at a significant

    Rune Control
    a hero has obtained a Bottle and used it to gain some control over the
    lane, it's highly recommended that they go find a rune. Not only does
    this refill their bottle, but it can also be a good opportunity to use
    the rune for ganking another lane and generating the team some
    advantage there as well. Keeping your Bottle full by recharging it with
    runes gives you significantly more health and mana regeneration, which
    lets you stay in the lane longer to trade spells and harassment with
    your opponent. Clearly it is important to be the one getting the runes,
    so while the side they spawn on is random, you can do several things to
    maximize your chances of getting them:

    • Push the wave: While
      usual lane control logic says that you should never push and stay as
      close to your tower as possible, pushing is very useful in rune wars.
      If you throw an AoE spell at the creep wave a bit before the rune spawn
      (every 2 minutes), they'll be forced back towards their tower and have
      a farther distance to travel to get to the runes, which gives you the
      edge you'll need to snag them first.
    • Wards: Placing a Ward
      on one of the ledges above the rune spots will tell you which side it
      spawned at. If you don't see it on the side you warded, it must be at
      the other side!
    • Look at top rune: The
      top rune is much closer to middle lane than the bottom one, don't
      forget that you only have to walk up a short distance to see if it is
      there or not.

    If You're Losing
    not going to win every lane you solo. Things can certainly go wrong, so
    whether you were outfarmed and got a slow Bottle, your opponent got a
    few runes in a row, or you just got ganked repeatedly, there are a few
    things you can do to salvage the situation:

    • Call in ganks: This
      may seem obvious, but don't be afraid to ask for help. A timely kill on
      your opponent can give you enough time to rebound, or just keeping an
      ally in the area for a while can stop an overfarmed opponent from
      harassing you as badly.
    • Go for bottom rune:
      The bottom rune spot is generally less desirable, as it is farther away
      from middle lane, but as such it is also safer. If you're losing the
      lane, head for it about ten seconds before the rune spawns, half of the
      time it will be there for you. Your opponent will get it half the time
      at top, but you couldn't have fought them for it anyways, so at least
      you have a 50% chance of getting a rune that can put you back in the
    • Use the crow to refill: Don't
      forget that you can always bring a courier out to grab your Bottle,
      bring it back to the fountain, and then return it to you filled. Make
      sure to use a crow for this, as it takes too long with the basic
      Chicken. It can be a lifesaving trick if you just can't gain any
      control over the runes, giving you a reliable stream of health and
      mana. It's actually not a bad trick to use even if you aren't losing
      the lane, more Bottle charges are always good!
    • Change lanes: This is
      usually the worst solution, since the person you'll be switching with
      won't have soloed and will probably have no more items or levels than
      you do. However, sometimes there will be another player on your team
      with a hero that nicely counters the opponent in middle. If it doesn't
      seem like you have a chance of winning the lane, it can't hurt to ask
      if someone wants to take it instead.

    Be Alert
    middle has the most freedom to go gank other lanes, don't forget that
    it goes both ways. All of the other lanes also have plentiful
    opportunities to come gank you. A hero farming in middle is open to
    ganks from nearly every direction, often from uphill and out of the
    fog. It's very important to pay strict attention to the missing calls
    from your allies. Not only can any gank kill easily kill you, but you
    are not the only hero that wants runes. Going for a rune at low health,
    hoping for a refill of your Bottle, and running into an enemy can be
    disasterous. While it may seem like middle lane can be just a battle of
    yourself and the opposing solo, never forget that there are eight other
    players on the map. Learning to be aware of where they are at all times
    will pay off heavily.

    Keep up the Pressure

    most important thing to remember about soloing middle is to maintain
    constant pressure on your opponent. If you are in the lane against
    them, don't get absorbed in simply farming, constantly look for
    openings to hit them with a few harassing hits or a nuke. If you go off
    to gank a side lane, don't spend too much time there, or else your
    opponent will simply freefarm middle while you are gone. Try to
    minimize the time that you spend out of the lane, don't forget that you
    can teleport back middle from your base as well as the side lane shops.

    Video Demonstration

    soon, we will have a video that will take you through the first few
    minutes of a game with the Shadowfiend, a classic solo middle hero.
    Check back soon!
    Solo Side Lane
    Soloing a side lane is incredibly simple compared to soloing middle
    lane. Since the side lanes are too far away from the runes to get them
    conveniently and reliably, there's no need to get wrapped up in a
    Bottle war of attrition. You'll simply be trying to stay alive and
    farm, using conventional regeneration items like Flasks and Tangos. Try
    to keep the creep wave as close to your tower as possible, don't forget
    that you can creep pull to bring the creeps back towards it. If you
    don't remember how to creep pull, you can find instructions in our Jungling Guide
    While this isn't to say that you need to be completely passive, by all
    means try to pick up some kills if you can, but keep in mind that your
    general goal as a solo in the side lanes is to be patient and rack up
    some gold and experience.
    Happy soloing!

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    The battle is close, your allies need help, but your spells are
    cooling and your basic attack won't do enough. Don't just stand around,
    your hero has a body -- get in there and put it to use! Blocking is one
    of the most neglected, yet useful, techniques in combat. If you've been
    practicing your lane control, by now you should know that you can jump
    in front of your creeps in order to slow them down. The exact same
    principle can be applied to enemy heroes.

    Note: If you haven't read about how to block units yet, go check it out in the Lane Control before reading on.
    Blocking is an awesome trick to have up your sleeve on both offense
    and defense. It can prevent an enemy from escaping the fight or save an
    ally that is getting chased down. The best part is that you can do it
    with practically any unit in the game! It doesn't matter what hero you
    have, how much mana you have left, how long your spells have left to
    cool -- you can always step in and block someone.

    The most
    common to block is to prevent someone's escape. If your allies are
    nearby, but not quite in range to help, a couple of seconds of blocking
    can keep your target around until they arrive. For example:

    Blocking to Save Allies
    Blocking to save your allies is far more dangerous, if your team
    already is at a disadvantage in the fight, getting in close with your
    opponents to block them will often mean that you die in the process.
    However, it can certainly be worth it to trade your own support hero
    for the escape of your team's carry, or sometimes it's a question of if
    both of you die or one goes back to block so that the other lives.
    Blocking is at its most effective for saving your teammates against
    melee-range chasing heroes, like Lycanthrope and Clockwerk. A morphed
    Lycan is certainly fast, but if you can get between him and his target,
    you can often prevent him from getting the kill.

    Blocking with Blink

    Heroes with Blink have a special advantage, in that they can
    almostly instantly jump anywhere they want on the battlefield to get in
    somebody's way. For instance, a Sandking who's Burrowstrike is cooling,
    but has Blink ready doesn't haven't to sit around and wait for Burrow
    to cool to get back into the fight. He can Blink in front of his target
    and slow them down until Burrow comes up. Blinking directly in front of
    someone is especially useful for Antimage, as it will block them and
    allow him to land several extra hits.

    Blocking with Illusions and Summons

    Blocking is not only a technique for every hero, but also a great
    way to get extra mileage out of illusion runes and summons. You can get
    a lot of extra attacks off on an enemy by ordering your real hero to
    attack them, then switching to controlling your illusion or summon and
    blocking that enemy. This is a rather advanced technique, as it
    requires you to be able to maintain a block with the illusion, while
    not losing track of your actual hero. Don't worry if you can't get
    manage it on the first couple of tries, but it's a useful trick and
    worth putting some practice into.


    It's also worth noting that a lot of mindgames go into
    blocking someone. While sometimes there's only one direction that they
    can go to escape and it's not hard to cut them off, this will not
    always be the case. Often in order to block someone, you'll have to
    make a guess on which way they are going to go. At that point, blocking
    becomes a mindgame, and there can be a huge payoff if you predict your
    opponent well. For example, check out this clip where slahser's Warlock
    takes down KuroKy's Shadowfiend by anticipating the direction he'll run
    when he reaches the trees.


    While blocking can be hard to get the hang of at first, especially
    when using other units to do it while still controlling your hero or
    trying to predict your enemies, it's well-worth learning. Besides,
    since you can do it with practically any unit in the game, you'll never
    be short of opportunities to practice it. Best of luck!

    Last edited by -cS^sWiTcHFooT on Thu Dec 24, 2009 6:07 pm; edited 1 time in total

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    DOTA103 - Advance Guide

    Post by -cS^sWiTcHFooT on Wed Dec 23, 2009 2:24 pm

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    The winners in battle are sometimes decided by hundredths of a
    second, where squeezing in an extra attack or spell separates victory
    from defeat. This guide is meant for more experienced players who would
    like to learn how to optimize the time they spend on their spells and
    attacks, though in-depth knowledge of their hero's animations. Knowing
    how to deal the most damage in the least amount of time is often a key
    to success when you are faced with strong opponents.


    Attack Animation:
    The actions that any unit must go through in order to release a
    physical attack, consisting of a damage point and damage backswing.

    Damage Point
    - The animation from when the unit begins to attack and goes through
    the command. For ranged heroes, this is when the projectile is
    released, whereas for melee heroes the damage is dealt at the damage

    Damage Backswing
    - The animation that finalizes the attack animation, its importance is
    nothing more than cosmetic. This is the portion of the attack that can
    and should be cancelled by inputting another command immediately after
    the damage point has passed.

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    Example: Bloodseeker is known for his ability to chase
    heroes. Although he has a decent attack point, his backswing afterwards
    is about 70% longer! By using a move command immediately after the
    damage is dealt, you can continue closing in on your opponent before
    your next attack. These additional attacks can be crucial and could be
    the difference between getting the kill and surviving (thanks to
    Bloodbath) and dying. Check out the difference between his first
    attempt to kill Leoric, without canceling the backswing, and the second
    attempt with canceling. He kills a full two seconds more quickly!


    Casting Animation: Heroes with spells must go through an animation that consists of two parts, the casting point and the casting backswing.

    Casting Point
    - This is the time between where an order for a spell has been given,
    to when the spell is actually cast. By canceling here (like with stop
    command), the unit will not cast the spell and the spell will not begin
    cooling down.

    Casting Backswing
    - This is the animation which is purely cosmetic after a spell has been
    cast. This portion of the casting can and should be canceled to prevent
    your hero from simply standing there moving his or her wand.

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    Example: Crystal Maiden has a fairly impressive casting
    point of 0.3 seconds when using her spells. However, after casting her
    spell she begins a long animation where she begins moving her wand
    around. While it might look pleasing cosmetically, this animation takes
    2.4 seconds to finish! You could have been attacking your enemy or
    casting another spell during this time instead by issuing another
    command on your hero. Check out the difference between how long it
    takes her to start an attack after the spell the first time without
    canceling, and the second time with canceling.

    Channeling Spells
    - Spells like Sand King's Epicenter and Enigma's Black Hole require you
    to stay in place for the duration of the cast. The spell will
    immediately use up mana and go into cooldown, so canceling it (either
    by yourself or from being interrupted by an enemy) before the spell has
    finished casting will result in nothing happening.

    Delayed Casting Time
    - Certain spells, such as Furion's Teleportation, Kardel's Assassinate
    and Nevermore's Requiem of Souls have a longer cast point than their
    other spells. If they are canceled before they finish casting, the
    spell will simply reset and the cost is not used as with any other

    Special Properties
    - There are five abilities in the game that are based on the ability
    "Fan of Knives" and have the special distinction of having a zero cast
    point. This means that their effect happens the moment you use them and
    if you issue another command immediately to cancel the casting
    backswing, you can use these abilities without even stopping for a
    moment. These abilities are:

    • Queen of Pain's Scream of Pain
    • Tinker's Heat Seeking Missile
    • Earthshaker's Echo Slam
    • Necrolyte's Death Pulse
    • Bristleback's Quill Spray

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    Example: Here you will first see a Queen of Pain fail to
    cancel her Scream of Pain animation, losing a lot of time. Then she
    tries again she executes it properly, casting with no loss to her
    movement speed thanks to proper canceling of her backswing.


    Items with active abilities like Mekansm and Arcane Ring are incredibly
    easy to use because they have no animations at all. They have zero cast
    point and backswing so their effects occur instantly and there is never
    a need to cancel them. This means that you can maintain completely
    fluid motion by shift-queuing item uses. For example, you could click a
    Guinsoo on someone and shift-queue an attack order on them, so that
    your hero will start to attack them the moment that Guinsoo goes off.

    The only downside to this is that there is no opportunity to cancel
    your item use. The moment you click a Town Portal Scroll on the map, it
    casts, and you have no opportunity to take it back. So, just remember
    to be careful when using your activated items, they are powerful when
    used correctly, but they do not easily forgive mistakes and misclicks.

    Last edited by -cS^sWiTcHFooT on Thu Dec 24, 2009 6:07 pm; edited 1 time in total

    The Person Who Says IT Cannot BE Done Should Not Interrupt The Person Doing IT .....

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    Re: DOTA103 - Advance Guide

    Post by -cs^TorreS on Thu Dec 24, 2009 2:31 am

    Educative... and impressive... Keep it up...
    AND u forgot to add rhasta in roaming and support Smile


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    Re: DOTA103 - Advance Guide

    Post by -cS^Wolverine on Mon Jan 04, 2010 2:12 am

    Veno is a really good hero if you roam with it you can damage your opponent and take kills

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    Re: DOTA103 - Advance Guide

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