[You must be registered and logged in to see this image.]
If you've ever gone to lane and felt outmatched and soon found
yourself underleveled or undergeared, you've come to the right place.
This guide contains a good deal of information for the laning of phase
of the game, a very important phase which often dictates how the game
progresses through mid-game (during the ganking phase).
Goals of The Laning Phase
Your goals in laning are not very deep: get money, get experience.
Pretty simple ideas, right? That's why I do anything in real life and
dota is no different. So lets get right to it.
Experience
In order to gain experience, you must be within a certain range when a
creep or hero dies (1000 range). If another allied hero is also in
range, you split the experience equally (which is why a solo lane will
typically be a higher level than dual lanes). As you gain experience,
you will level up and your abilities will get much more powerful.
Since your opponents are often trying to kill you (that is, deprive you
of money and experience), it is often smarter to take charge and do
that to them BEFORE they get the chance to do it to you, thus allowing
you to gain experience and money without restriction.
Money
In order to get money (in addition to the gold accrued every second – a
relatively slow source of income) you must get creep kills in lane.
When you get the last hit on an enemy creep, you get an additional
amount of gold that would otherwise have gone to another teammate (if
they get the last hit) or to no one (if your allied creeps get the last
hit or the enemy denies the creep).
Both of these ideas goals
are very straightforward. Accomplishing these goals, however, with your
opponent trying to maximize his money and experience becomes a little
bit more difficult. There are a lot of things that must be considered
in order to widen the gap between your income/experience gain and your
opponent's income/experience gain. First of all, I will address the
universal ideas that hold for (pretty much) every hero.
Golden Rule of Laning
- If
you manage to stay in your lane longer than your opponent, you will
widen the EXP gap between the two of you and likely the money gap will
follow suit.
-- This is the central idea to all
aspects of laning. If you maximize this gap during laning, you set
yourself up for excellent chances of winning further along in the game.
If you fall behind your opponent in these areas, prepare for an uphill
climb. I will reference this point in most sections.
Regeneration (both hit points and mana)
[You must be registered and logged in to see this image.]
If
you manage to stay in your lane longer than your opponent, you will
widen the EXP gap between the two of you and likely the money gap will
follow suit. So how do you stay in the lane longer? Regeneration is the answer.
When you head out to lane, in almost all situations you should have
some regeneration items, mainly flasks or tangoes for HP and clarities
for mana. Mana regeneration is nice but as some of you may notice, you
can still survive without mana. This is NOT the case with HP – so bring
adequate hp regen.
Flasks or tangoes?
The choice is really up to you and your preference but some situations
lean towards tangoes and some towards flasks. If the enemy is more
prone to physical harassing (through normal attacks or arrow skills –
Clinkz' searing arrows, Viper's poison attack, Drow's frost arrows,
etc.) it is often more worthwhile to take tangoes. They will often
attack you and try to widdle your HP down (preventing you from gaining
EXP) but do not have nukes to take off your HP in larger chunks. Also,
since they will be attacking you often and aggressively, you are less
likely to be able to recover healing from a flask as any attacks during
the duration dispel the remainder of the heal.
If the opposing
lane is one with lots of burst damage (consisting of Sand King and
Lina, for example) a flask is often a better choice. A burrowstrike
followed by LSA and dragon slave with attacks in between takes off a
LOT of hp, and healing back HP through tangoes (slowly) will often put
you in harms way for another similar combo. A flask solves this problem
faster and allows you to remain close and contend for last hits/denies
as usual.
Lets say now that you are the ones with a nuke
combo. If they have a flask (which heals 400 hp) and you leave them
with 200/700 HP after you use your nukes/disables, they will be able to
reenter battle quickly. If they do not have a flask but only tangoes
(or better NO regen) you can probably manage another attack resulting
in their death once your spells are off of cooldown. Choosing a target
in lane can often be based off of their regen (or lack thereof).
Tying in the Golden Rule
Another thing worthy of note: sometimes not getting a kill is just as
good – if not better – than getting a kill. No, you do not get the
experience from their death or gold from killing them. At very early
levels, however, this gold and experience is negligible compared with
what you can gain from freefarming. If you force someone to have to
travel back to base in order to avoid death, you gain a LOT of valuable
farming time.
You free farm, they walk back to base; you gain experience and have freefarm. They waste time and lose out on money.
Mana Regeneration
Mana regeneration through clarities or another source (CM aura,
basilius aura, obsidian aura) is also important for maintaining
aggression on your opponents. After all, if you do not have any mana to
cast your spells, how dangerous can you be to them? - It is this same
logic that makes Nerubian Assassin and Keeper of the Light very
frustrating to lane against as they will deprive you of your mana
through skills.
Poultry
In all cases dealing with regen, a chicken is EXTREMELY useful. If your
lane opponents are particularly aggressive and you run out of your
starting regen, have the chicken/crow send you some more. If you aren't
in the habit of buying a chicken, either start buying one or get a
friend to buy one . (or join a game until you find someone named
tinfoiltank)
Harassing – weakening your opponent without the immediate intent to kill
How To
Harassing is a pretty important topic in lane control. Some heroes,
however, won't be able to harass as effectively as others. Melee heroes
have an obvious disadvantage when you consider “creep agro.” Creep agro
is the aggression of creeps (to attack your hero) based on your actions
or position. The creep has AI designed such that if you issue an attack
command on an enemy hero (either by a left-clicking or right-clicking
by itself) the creeps will attack you. The serves as a form of
anti-harassment, so to speak, and you can lose a lot of health if you
are not careful. There are some ways to get around this.
If
you position yourself far from the creeps before attacking the enemy
hero, the creeps will have to walk further to get to you and you can
retreat before they are able to damage you much. This is ranged heroes
often have an easier time in lane. They do not have to be right next to
the opponent (and creeps) in order to attack unlike their melee
counterparts.
Another more unique form of harassing is using
arrow skills, such as those on Drow, Viper or Clinkz. The creeps react
to these skills like they do normal spells, that is they do not draw
aggression (must be manually cast, however). This is a nice way to get
in extra attacks without causing yourself to lose health from creep
aggression.
When?
When should you harass? Not all the time. Some times you must play a
bit more passively and simply stay for experience. If, however, you are
laned with a melee hero that is relatively item dependent, it is often
a good idea to harass so that person will be able to contend for last
hits. If you don't make this effort, the other team will be able to
harass your heroes and force you to lose some last hits and possibly
experience.
What about in a solo lane against another solo?
Harassing here is a bit safer since they will often lack the power to
kill you by themselves (unlike dual stun lanes, for example). In this
case, however, you are not contending with a teammate (or trying to
support one) for last hits. This means that if there is a last hit
available and you elect to harass the opponent, the money from that
last hit does not go to your team. Wasted money is no good.
If you are in a solo lane vs two opponents, it is much more dangerous
to harass (depending on the opposing lane, of course, as some are much
more dangerous than others). Many times in this situation being content
with some last hits and gaining EXP is best. Some heroes can “harass”
in these more difficult lanes through use of certain spells and also
get last hits. Some examples include Death Prophet's Carrion Swarm
(timing the cast to hit heroes and get a last hit or two), Zeus's Arc
lightning and Leshrac's Lightning storm.
Tying in the Golden Rule
The more you harass, the more the enemy will have to retreat to regen
or otherwise play "passively" allowing you to farm more freely.
Here is a screenshot of myself and a friend playing a pretty formidable
lane (NA/Lina) against the not-so-strong lane of ES/PL.
[You must be registered and logged in to see this image.]
The important thing to notice is the enemy's distance from the creep
wave. There is almost no chance of them getting any last hits without
risking their lives (or using their long range spells). My ally was
harassing quite a bit and we still had plenty of mana to kill them
should they step close.
Note about aggression
If you have the ability to be aggressive, by all means take it. Seizing
the initiative is very important when talking about lane control. An
enemy that is afraid of you will be much less likely to engage you and
will probably make poor decisions in an effort to return the balance.
You WILL (or should) be the target of ganks in this scenario, so make
certain you are prepared (with observer wards, mostly, or adequate
"mia" calls from your teammates).
Hero Choice
With regards to early game laning, not all heroes were created equal.
So what hero should you choose? It's not always an easy question to
answer. A lot of this depends on your opponents hero choice (and skill
level!) in addition to many other factors. Also, playing heroes you
aren't comfortable or familiar with is often pretty difficult, so
before choosing a “top laning” hero be sure to know what skill builds
and item builds you would go under which circumstances.
Stunners/Combo Nukers
Heroes with stuns work particularly well in laning – after all when a
hero is stunned he cannot deal damage (excepting skills like pudge's
rot or clockwork's battery for example) and certainly cannot cast
anything against you during this time. Also, you are free to get in a
number of attacks while they cannot retreat.
Particular
combinations that work well are those which include two stuns – at
least 1 of which being targetable (f/ex storm bolt). When multiple
stuns are landed in conjunction with normal attacks, the enemy will
lose a lot of health, if not all of it. With that being said, the enemy
will be much more apprehensive when approaching creeps to last hit.
* This is what you want the enemy to be scared of - they will be less
able to get creep kills and likely be more passive allowing you to last
hit more freely - bringing forth yet again the golden rule.
Some ideas to keep in mind possibilities for offensive lanes
Healers
Heroes that have a healing spell can do well in lane since they will
have to purchase less on HP regen and can spend their money in other
ways. Such examples include Warlock (Shadow Word), Dazzle (Healing
Wave), Omniknight (purification), Bane Elemental (Brain Sap), Necrolyte
(Death Pulse), Enchantress (Nature's Attendants), Bloodseeker (Blood
Bath) and to a lesser degree Lord of Avernus (Death Coil heals a
teammate, but damages you). Many of these heroes have an easier time in
lane since they can replenish health in more ways than other heroes.
Many of these heals are also instant so they can be used for quickly
gaining the upperhand in a fight.
Babysitters
These are the heroes that are item independent that can support a
teammate in lane. Some of the healers as mentioned above make good lane
partners as they can aid their teammate when necessary. There are also
some offensive babysitters that make an easier time for their teammate
not because of defensive or healing capabilities but rather due to the
threat of killing the opponents.
Last Hitting/Denying
Base damage and attack animation are the two biggest concerns here. If
you have higher base damage than the opponent, you will be able to kill
the creep at a slightly earlier time than your opponent. You can
increase your base damage by purchasing stat items (which you should
probably be doing anyways) of your hero's class. These are often the
best choice for starting items as they help your last hitting and can
be built into useful items later. No, boots do NOT boost your starting
damage!
Attack animation
Again in this category not all heroes are created equal. Have you tried
laning as Crystal Maiden against a competent Sniper? Getting last hits
and denies is pretty difficult. This is due to the attack animations of
the characters and each hero has a unique one. This is something that
you simply must play with and get used to as some people have an easier
time than others with certain heroes. Generally, faster projectiles
(Sniper and Troll Warlord for examples) are easier to last hit with
than slower ones (Crystal Maiden, Lina).
To solo or not to solo - that is the question
Advantages - The Golden Rule strikes again
* Do not take these 2 reasons and immediately call a
solo lane. It is important you have a hero suited for the lane to be
able to take advantage of these perks. Imagine you call solo with
slardar and run to lane faced against Bane/Potm. Good luck living for
long and good luck with last hitting.
** Think about
your team and not only who benefits most as a hero but also as a
player. Sometimes the less powerful hero might benefit more from the
solo lane due to the actual player. Remember that you can not all solo.
Disadvantages
Blocking/Creep Line Dynamic
The creep line is the location where the creeps are fighting. This
doesn't matter at all, right? Wrong. If you here reading this guide,
you probably have some interest in improving your lane control and this
is one of those topics that you need to know.
[You must be registered and logged in to see this link.]
Notice here the location of the creep line (far left of the screen).
My buddy and I have done pretty well in lane and the opponents are
quite far away (even missing EXP). If the creep line were any closer to
their tower, they would have protection from the tower and we would not
be able to maintain our aggressive post on "their" side of the wave.
Blocking the incoming creep wave (by dancing in front of the creeps to
impede their progress) can move the location of the creep line back
towards your tower. Conversely, aoe spells that damage all creeps are
likely to move the creep line forward towards their tower. Ideally, you
want your tower nearby for protection but not so close as to take your
last hits! (This will also push the lane out).
The creep
line's location has a big part in the success of ganks in that lane and
many other things. Note in the screenshot above even though our
opponents are far from the wave, my teammate and I are much more
vulnerable to ganks since we are so far from our tower but very close
to theirs.
Pulling
"Pulling" is when you tick off a neutral camp and get it to follow you
to your creeps who then fight with you to kill the neutral camp. Basically allows you to deprive the enemy of some experience (since
your creeps are not near them) and also gives you a chance at farm that
you otherwise would not have had.
Importance of Ganks
Ganking is one of the best means of hurting the enemy team and it is
very important to organize ganks to kill the enemy carry. At this stage
of the game (lanes have maybe broken down a bit, some towers have
fallen, etc.) you need to find the enemy carry and kill him. The golden rule
still applies but now there are other considerations - namely the
farm/exp for a team's carry has a lot more value than the farm/exp of a
support hero. If you must sacrifice some farm for your team's support
heroes while limiting the enemy carry, this is a fine outcome. At the
same time, your carry is of great importance (and target of enemy
ganks).
Importance of TP Scrolls
Teleport scrolls are extremely important in saving teammates and towers
(namely ganks/counterganks and teamfights at towers) since they allow
you to be there almost instantly.
Knowing your opponents and their tendencies and abilities
This develops over time and is not as useful if you are not playing
against the same people all the time, but it helps to know how
aggressive your opponent is. Are they content to sit back and farm or
will they consistently tower dive if there is even a chance of killing
you? These sort of traits about the opponent dictate how you should
lane. Try to piece together everything you know about your opponent
(the hero AND the player) so that you are prepared for whatever they
decide to do.
[You must be registered and logged in to see this image.]
Few things are more important in DotA than having vision of your
opponents. At its core, DotA is a strategy game and in order to make
the best strategic decisions, it is key to have as much information as
possible. While your team often has vision of the lanes due to the
presence of creeps and towers, the lanes make up a relatively small
portion of the map. Warding the other areas on the map gives your team
a huge tactical advantage, but your stock of Wards is quite limited and
refills very slowly. Therefore it is important to place each ward in a
place that gives you the maximum sight radius. This guide is certainly
not a comprehensive list of warding locations in DotA, but it covers
all of the fundamental ones. Feel free to experiment and find your own
useful locations!
NOTE: PICTURES OF EACH WARD LOCATION ARE COMING SOON, PLEASE CHECK BACK!
Rune Spots
The two most important warding locations on the map are the cliffs
that overlook the top and bottom rune spawns. Not only do these wards
show your team what rune has spawned and where it has spawned, but they
also will spot most enemies traveling from lane to lane for ganking.
They boost your offense by giving your team rune control and boost your
defense by spotting ganks, it doesn't get much better than that. These
spots are very important to have covered early and midgame, but become
far less important later on because the lategame tends to involve more
5 on 5 team battles than ganks.
Forests
Wards can be placed in the enemy forest for two reasons: preventing
neutral creep spawns and spotting heroes to pick off. Early in the game
it can be very beneficial to block a creep spawn, shutting off the
enemy's ability to creep pull their lane. Jungling heroes are also very
easy to pick off in the earlygame, so if you can spot them with a ward,
it's not hard to go take them out and stunt their farming. Late in the
game, the forest is generally considered to be one of the safest places
to farm, so having a ward there will often give your team opportunities
to pick people off and then take a tower while you have an advantage.
Near the Enemy Base
Wards near the opposing base are nearly useless for the majority of
the game, but when you are trying to push for victory, they suddenly be
coming very important. It's often quite hazardous to push a base,
you're fighting uphill against a tower and your opponents have plenty
of room to come at you from all directions. A well-placed ward will let
you know how your enemies plan to defend and prevent your team from
getting caught off-guard. Picking off the guy that was meant to ambush
you from behind, because your team spotted him with a ward can be the
play that wins the game for your team. Always try to have ward cover
when you attempt a push!
If you've ever gone to lane and felt outmatched and soon found
yourself underleveled or undergeared, you've come to the right place.
This guide contains a good deal of information for the laning of phase
of the game, a very important phase which often dictates how the game
progresses through mid-game (during the ganking phase).
Goals of The Laning Phase
Your goals in laning are not very deep: get money, get experience.
Pretty simple ideas, right? That's why I do anything in real life and
dota is no different. So lets get right to it.
Experience
In order to gain experience, you must be within a certain range when a
creep or hero dies (1000 range). If another allied hero is also in
range, you split the experience equally (which is why a solo lane will
typically be a higher level than dual lanes). As you gain experience,
you will level up and your abilities will get much more powerful.
Since your opponents are often trying to kill you (that is, deprive you
of money and experience), it is often smarter to take charge and do
that to them BEFORE they get the chance to do it to you, thus allowing
you to gain experience and money without restriction.
Money
In order to get money (in addition to the gold accrued every second – a
relatively slow source of income) you must get creep kills in lane.
When you get the last hit on an enemy creep, you get an additional
amount of gold that would otherwise have gone to another teammate (if
they get the last hit) or to no one (if your allied creeps get the last
hit or the enemy denies the creep).
Both of these ideas goals
are very straightforward. Accomplishing these goals, however, with your
opponent trying to maximize his money and experience becomes a little
bit more difficult. There are a lot of things that must be considered
in order to widen the gap between your income/experience gain and your
opponent's income/experience gain. First of all, I will address the
universal ideas that hold for (pretty much) every hero.
Golden Rule of Laning
- If
you manage to stay in your lane longer than your opponent, you will
widen the EXP gap between the two of you and likely the money gap will
follow suit.
-- This is the central idea to all
aspects of laning. If you maximize this gap during laning, you set
yourself up for excellent chances of winning further along in the game.
If you fall behind your opponent in these areas, prepare for an uphill
climb. I will reference this point in most sections.
Regeneration (both hit points and mana)
[You must be registered and logged in to see this image.]
If
you manage to stay in your lane longer than your opponent, you will
widen the EXP gap between the two of you and likely the money gap will
follow suit. So how do you stay in the lane longer? Regeneration is the answer.
When you head out to lane, in almost all situations you should have
some regeneration items, mainly flasks or tangoes for HP and clarities
for mana. Mana regeneration is nice but as some of you may notice, you
can still survive without mana. This is NOT the case with HP – so bring
adequate hp regen.
Flasks or tangoes?
The choice is really up to you and your preference but some situations
lean towards tangoes and some towards flasks. If the enemy is more
prone to physical harassing (through normal attacks or arrow skills –
Clinkz' searing arrows, Viper's poison attack, Drow's frost arrows,
etc.) it is often more worthwhile to take tangoes. They will often
attack you and try to widdle your HP down (preventing you from gaining
EXP) but do not have nukes to take off your HP in larger chunks. Also,
since they will be attacking you often and aggressively, you are less
likely to be able to recover healing from a flask as any attacks during
the duration dispel the remainder of the heal.
If the opposing
lane is one with lots of burst damage (consisting of Sand King and
Lina, for example) a flask is often a better choice. A burrowstrike
followed by LSA and dragon slave with attacks in between takes off a
LOT of hp, and healing back HP through tangoes (slowly) will often put
you in harms way for another similar combo. A flask solves this problem
faster and allows you to remain close and contend for last hits/denies
as usual.
Lets say now that you are the ones with a nuke
combo. If they have a flask (which heals 400 hp) and you leave them
with 200/700 HP after you use your nukes/disables, they will be able to
reenter battle quickly. If they do not have a flask but only tangoes
(or better NO regen) you can probably manage another attack resulting
in their death once your spells are off of cooldown. Choosing a target
in lane can often be based off of their regen (or lack thereof).
Tying in the Golden Rule
Another thing worthy of note: sometimes not getting a kill is just as
good – if not better – than getting a kill. No, you do not get the
experience from their death or gold from killing them. At very early
levels, however, this gold and experience is negligible compared with
what you can gain from freefarming. If you force someone to have to
travel back to base in order to avoid death, you gain a LOT of valuable
farming time.
You free farm, they walk back to base; you gain experience and have freefarm. They waste time and lose out on money.
Mana Regeneration
Mana regeneration through clarities or another source (CM aura,
basilius aura, obsidian aura) is also important for maintaining
aggression on your opponents. After all, if you do not have any mana to
cast your spells, how dangerous can you be to them? - It is this same
logic that makes Nerubian Assassin and Keeper of the Light very
frustrating to lane against as they will deprive you of your mana
through skills.
Poultry
In all cases dealing with regen, a chicken is EXTREMELY useful. If your
lane opponents are particularly aggressive and you run out of your
starting regen, have the chicken/crow send you some more. If you aren't
in the habit of buying a chicken, either start buying one or get a
friend to buy one . (or join a game until you find someone named
tinfoiltank)
Harassing – weakening your opponent without the immediate intent to kill
How To
Harassing is a pretty important topic in lane control. Some heroes,
however, won't be able to harass as effectively as others. Melee heroes
have an obvious disadvantage when you consider “creep agro.” Creep agro
is the aggression of creeps (to attack your hero) based on your actions
or position. The creep has AI designed such that if you issue an attack
command on an enemy hero (either by a left-clicking or right-clicking
by itself) the creeps will attack you. The serves as a form of
anti-harassment, so to speak, and you can lose a lot of health if you
are not careful. There are some ways to get around this.
If
you position yourself far from the creeps before attacking the enemy
hero, the creeps will have to walk further to get to you and you can
retreat before they are able to damage you much. This is ranged heroes
often have an easier time in lane. They do not have to be right next to
the opponent (and creeps) in order to attack unlike their melee
counterparts.
Another more unique form of harassing is using
arrow skills, such as those on Drow, Viper or Clinkz. The creeps react
to these skills like they do normal spells, that is they do not draw
aggression (must be manually cast, however). This is a nice way to get
in extra attacks without causing yourself to lose health from creep
aggression.
When?
When should you harass? Not all the time. Some times you must play a
bit more passively and simply stay for experience. If, however, you are
laned with a melee hero that is relatively item dependent, it is often
a good idea to harass so that person will be able to contend for last
hits. If you don't make this effort, the other team will be able to
harass your heroes and force you to lose some last hits and possibly
experience.
What about in a solo lane against another solo?
Harassing here is a bit safer since they will often lack the power to
kill you by themselves (unlike dual stun lanes, for example). In this
case, however, you are not contending with a teammate (or trying to
support one) for last hits. This means that if there is a last hit
available and you elect to harass the opponent, the money from that
last hit does not go to your team. Wasted money is no good.
If you are in a solo lane vs two opponents, it is much more dangerous
to harass (depending on the opposing lane, of course, as some are much
more dangerous than others). Many times in this situation being content
with some last hits and gaining EXP is best. Some heroes can “harass”
in these more difficult lanes through use of certain spells and also
get last hits. Some examples include Death Prophet's Carrion Swarm
(timing the cast to hit heroes and get a last hit or two), Zeus's Arc
lightning and Leshrac's Lightning storm.
Tying in the Golden Rule
The more you harass, the more the enemy will have to retreat to regen
or otherwise play "passively" allowing you to farm more freely.
Here is a screenshot of myself and a friend playing a pretty formidable
lane (NA/Lina) against the not-so-strong lane of ES/PL.
[You must be registered and logged in to see this image.]
The important thing to notice is the enemy's distance from the creep
wave. There is almost no chance of them getting any last hits without
risking their lives (or using their long range spells). My ally was
harassing quite a bit and we still had plenty of mana to kill them
should they step close.
Note about aggression
If you have the ability to be aggressive, by all means take it. Seizing
the initiative is very important when talking about lane control. An
enemy that is afraid of you will be much less likely to engage you and
will probably make poor decisions in an effort to return the balance.
You WILL (or should) be the target of ganks in this scenario, so make
certain you are prepared (with observer wards, mostly, or adequate
"mia" calls from your teammates).
Hero Choice
With regards to early game laning, not all heroes were created equal.
So what hero should you choose? It's not always an easy question to
answer. A lot of this depends on your opponents hero choice (and skill
level!) in addition to many other factors. Also, playing heroes you
aren't comfortable or familiar with is often pretty difficult, so
before choosing a “top laning” hero be sure to know what skill builds
and item builds you would go under which circumstances.
Stunners/Combo Nukers
Heroes with stuns work particularly well in laning – after all when a
hero is stunned he cannot deal damage (excepting skills like pudge's
rot or clockwork's battery for example) and certainly cannot cast
anything against you during this time. Also, you are free to get in a
number of attacks while they cannot retreat.
Particular
combinations that work well are those which include two stuns – at
least 1 of which being targetable (f/ex storm bolt). When multiple
stuns are landed in conjunction with normal attacks, the enemy will
lose a lot of health, if not all of it. With that being said, the enemy
will be much more apprehensive when approaching creeps to last hit.
* This is what you want the enemy to be scared of - they will be less
able to get creep kills and likely be more passive allowing you to last
hit more freely - bringing forth yet again the golden rule.
Some ideas to keep in mind possibilities for offensive lanes
- At least one hero should have a targetable stun or slow. This
serves two important purposes: 1) damages the enemy hero; and 2)
inhibits movement. Unlike strictly AoE spells, these do not miss and
allow for nice combos with other spells.
- At least 1 ranged hero. Two melee hero lanes does not allow for
much last hitting (or any offensive tactics while the spells are on
cooldown or you have insufficient mana) and are generally forced to be
passive due to the harassing edge the enemy will have.
- Cooperative teammates. This is perhaps the most important one of
all. If you and your lanemate are not on the same page regarding
aggression, there is no way you can expect to dominate a lane. If he is
passive, how well are you going to fare when you jump into the fray as
he calmly last hits creeps? Probably not very well. "Why didn't you go
on that guy?" Communicate beforehand to avoid any problems.
Healers
Heroes that have a healing spell can do well in lane since they will
have to purchase less on HP regen and can spend their money in other
ways. Such examples include Warlock (Shadow Word), Dazzle (Healing
Wave), Omniknight (purification), Bane Elemental (Brain Sap), Necrolyte
(Death Pulse), Enchantress (Nature's Attendants), Bloodseeker (Blood
Bath) and to a lesser degree Lord of Avernus (Death Coil heals a
teammate, but damages you). Many of these heroes have an easier time in
lane since they can replenish health in more ways than other heroes.
Many of these heals are also instant so they can be used for quickly
gaining the upperhand in a fight.
Babysitters
These are the heroes that are item independent that can support a
teammate in lane. Some of the healers as mentioned above make good lane
partners as they can aid their teammate when necessary. There are also
some offensive babysitters that make an easier time for their teammate
not because of defensive or healing capabilities but rather due to the
threat of killing the opponents.
Last Hitting/Denying
Base damage and attack animation are the two biggest concerns here. If
you have higher base damage than the opponent, you will be able to kill
the creep at a slightly earlier time than your opponent. You can
increase your base damage by purchasing stat items (which you should
probably be doing anyways) of your hero's class. These are often the
best choice for starting items as they help your last hitting and can
be built into useful items later. No, boots do NOT boost your starting
damage!
Attack animation
Again in this category not all heroes are created equal. Have you tried
laning as Crystal Maiden against a competent Sniper? Getting last hits
and denies is pretty difficult. This is due to the attack animations of
the characters and each hero has a unique one. This is something that
you simply must play with and get used to as some people have an easier
time than others with certain heroes. Generally, faster projectiles
(Sniper and Troll Warlord for examples) are easier to last hit with
than slower ones (Crystal Maiden, Lina).
To solo or not to solo - that is the question
Advantages - The Golden Rule strikes again
- No competition for gold amongst lane partners (not a problem with
disciplined babysitters but those people probably won't be reading
this!)
If you have a lane to yourself, you do not have to compete
with an ally for last hits. This is mostly a good thing as every creep
can only be killed once yielding one bounty. It is for this same reason
that putting two item dependent heroes in the same lane is a bad idea,
as they compete for farm. - Jump in experience
If you are laning by yourself, you do
not share the experience with another hero leaving you with all of the
experience to advance in levels. This can be useful for a carry hero or
a ganker. With a ganker, it is a strong advantage to have high level
nukes so that your ganks in other lanes are successful (for example, a
level 8/9 Tinker does 561 or so damage with laser/rocket to one hero
and 241 to another - if the lane you are ganking is level 5/6 the 561
is probably a LARGE chunk of their HP)
* Do not take these 2 reasons and immediately call a
solo lane. It is important you have a hero suited for the lane to be
able to take advantage of these perks. Imagine you call solo with
slardar and run to lane faced against Bane/Potm. Good luck living for
long and good luck with last hitting.
** Think about
your team and not only who benefits most as a hero but also as a
player. Sometimes the less powerful hero might benefit more from the
solo lane due to the actual player. Remember that you can not all solo.
Disadvantages
- You become only target of enemy (for spells and harassing)
Yeah, you might have been the target of attacks before but now
you have no one at your side to back you up. The enemy has a much
clearer target and due to being safer during the attack, will probably
be more aggressive. - You carry a bigger load for your team.
This can be seen as
a good and a bad thing, but I will put it under bad. If you fail in
your solo lane, the gold and experience advantage that you SHOULD have
had is squandered. That gold and experience will not come back and is
simply lost.
Example: you have called solo and proceed to middle.
You aren't last hitting well and find yourself against some tough dual
lane. Your team's other lanes are doing alright but are sharing the
experience of dual lanes (and thus the money). You die multiple times.
That farm/exp is lost. Your team's levels are 6/6/7/7/7 (you are one of
the 7s) creating a total of 33. The other team has been doing well in
all lanes (including the solo) and are levels 7/7/8/8/10 for a total of
40. This is a level gap of 7 across the whole team and lets you know
where you stand with the golden rule. (Note: this
example depends on heroes and a lot of other things as to whether or
not the farm/exp means a lot; it is just meant as a general case) - You will (likely) have a more difficult time harassing and killing the opponents
This ties into the first point but deserves its own as this is focused on offense and depriving the enemy. Going back to the golden rule,
you are trying to create a gap between yourself and the opponent
money/exp-wise. If you are unable to force them to retreat or kill
them, their exp will not suffer.
Blocking/Creep Line Dynamic
The creep line is the location where the creeps are fighting. This
doesn't matter at all, right? Wrong. If you here reading this guide,
you probably have some interest in improving your lane control and this
is one of those topics that you need to know.
[You must be registered and logged in to see this link.]
Notice here the location of the creep line (far left of the screen).
My buddy and I have done pretty well in lane and the opponents are
quite far away (even missing EXP). If the creep line were any closer to
their tower, they would have protection from the tower and we would not
be able to maintain our aggressive post on "their" side of the wave.
Blocking the incoming creep wave (by dancing in front of the creeps to
impede their progress) can move the location of the creep line back
towards your tower. Conversely, aoe spells that damage all creeps are
likely to move the creep line forward towards their tower. Ideally, you
want your tower nearby for protection but not so close as to take your
last hits! (This will also push the lane out).
The creep
line's location has a big part in the success of ganks in that lane and
many other things. Note in the screenshot above even though our
opponents are far from the wave, my teammate and I are much more
vulnerable to ganks since we are so far from our tower but very close
to theirs.
Pulling
"Pulling" is when you tick off a neutral camp and get it to follow you
to your creeps who then fight with you to kill the neutral camp. Basically allows you to deprive the enemy of some experience (since
your creeps are not near them) and also gives you a chance at farm that
you otherwise would not have had.
Importance of Ganks
Ganking is one of the best means of hurting the enemy team and it is
very important to organize ganks to kill the enemy carry. At this stage
of the game (lanes have maybe broken down a bit, some towers have
fallen, etc.) you need to find the enemy carry and kill him. The golden rule
still applies but now there are other considerations - namely the
farm/exp for a team's carry has a lot more value than the farm/exp of a
support hero. If you must sacrifice some farm for your team's support
heroes while limiting the enemy carry, this is a fine outcome. At the
same time, your carry is of great importance (and target of enemy
ganks).
Importance of TP Scrolls
Teleport scrolls are extremely important in saving teammates and towers
(namely ganks/counterganks and teamfights at towers) since they allow
you to be there almost instantly.
- Ganks: teleport into an opposing lane (preferably when the enemy
cannot see you TPing in) and gank the enemy team with a certain hero
advantage. - Counterganks: come quickly to help your teammates when the enemy
starts to get close to your tower. You will often be able to use the
enemy's aggression against them and get a kill for your team instead. - Teamfights at towers: if you have something to contribute to a
teamfight, you had better be there for your team if it will make a
difference in the outcome of the fight.
Knowing your opponents and their tendencies and abilities
This develops over time and is not as useful if you are not playing
against the same people all the time, but it helps to know how
aggressive your opponent is. Are they content to sit back and farm or
will they consistently tower dive if there is even a chance of killing
you? These sort of traits about the opponent dictate how you should
lane. Try to piece together everything you know about your opponent
(the hero AND the player) so that you are prepared for whatever they
decide to do.
[You must be registered and logged in to see this image.]
Few things are more important in DotA than having vision of your
opponents. At its core, DotA is a strategy game and in order to make
the best strategic decisions, it is key to have as much information as
possible. While your team often has vision of the lanes due to the
presence of creeps and towers, the lanes make up a relatively small
portion of the map. Warding the other areas on the map gives your team
a huge tactical advantage, but your stock of Wards is quite limited and
refills very slowly. Therefore it is important to place each ward in a
place that gives you the maximum sight radius. This guide is certainly
not a comprehensive list of warding locations in DotA, but it covers
all of the fundamental ones. Feel free to experiment and find your own
useful locations!
NOTE: PICTURES OF EACH WARD LOCATION ARE COMING SOON, PLEASE CHECK BACK!
Rune Spots
The two most important warding locations on the map are the cliffs
that overlook the top and bottom rune spawns. Not only do these wards
show your team what rune has spawned and where it has spawned, but they
also will spot most enemies traveling from lane to lane for ganking.
They boost your offense by giving your team rune control and boost your
defense by spotting ganks, it doesn't get much better than that. These
spots are very important to have covered early and midgame, but become
far less important later on because the lategame tends to involve more
5 on 5 team battles than ganks.
Forests
Wards can be placed in the enemy forest for two reasons: preventing
neutral creep spawns and spotting heroes to pick off. Early in the game
it can be very beneficial to block a creep spawn, shutting off the
enemy's ability to creep pull their lane. Jungling heroes are also very
easy to pick off in the earlygame, so if you can spot them with a ward,
it's not hard to go take them out and stunt their farming. Late in the
game, the forest is generally considered to be one of the safest places
to farm, so having a ward there will often give your team opportunities
to pick people off and then take a tower while you have an advantage.
Near the Enemy Base
Wards near the opposing base are nearly useless for the majority of
the game, but when you are trying to push for victory, they suddenly be
coming very important. It's often quite hazardous to push a base,
you're fighting uphill against a tower and your opponents have plenty
of room to come at you from all directions. A well-placed ward will let
you know how your enemies plan to defend and prevent your team from
getting caught off-guard. Picking off the guy that was meant to ambush
you from behind, because your team spotted him with a ward can be the
play that wins the game for your team. Always try to have ward cover
when you attempt a push!
Last edited by -cS^sWiTcHFooT on Thu Dec 24, 2009 6:19 pm; edited 1 time in total