Beginner’s Guide to Team Composition and Roles – DOTA 2

This is a guide written for new players as well as low-rank players (Legend or below) such as myself.

There’s a lot of great guides out there by Jenkins, Elwono and many others to help us new players, and also comprehensive introduction to Dota by Purge which is amazing. This guide is a bit different. While all of those guides focus on how to actually improve your skill and get better at the game, the purpose of this guide is to entertain you and intrigue you with some insights about team composition. If you watch pro games, you may find this interesting, and it may answer certain questions about roles and lanes. I must provide a disclaimer and say that as far as pubs are concerned at our levels, 90% of the discussion below is absolutely irrelevant and will not do anything to improve your gameplay in any way.

So first, let’s try to categorize the 5 heroes playing in one team. There are 3 different ways we can think about categorizing heroes:

  1. Lane – The setup of which hero going in what lane
  2. Role – What are the key job(s) of each heroes throughout the game
  3. Win condition – This decides the farm priority of the 5 heroes

We will use the 5 most played heroes in the last 12 months (other than Pudge) as examples: Lion, Ogre Magi, Invoker, Wind Ranger, Phantom Assassin.

1. Team Composition by Lane

The first is the simplest, and the one most familiar to most of us.

Let’s say you are radiant. The bottom lane is called the safe lane, and the top lane is called the off lane. Usually, the heroes on your team will play in a 2-1-2 laning formation which means 2 heroes top (offlane), 1 hero mid, and 2 heroes bottom (safelane).

Usually we will see an Invoker going mid. The PA is likely to go bot as the Safelane Carry. Windranger can somehow hold top, so she’s the Offlane. Ogre and Lion are supports – between them, Lion is not really that dependent on items early, and can afford to be more selfless. Ogre Magi is also not that much item dependent, but craves the Arcane Boot than Lion craves his first item. So that leaves Ogre Magi as the Soft Support and Lion as the Hard Support. So the team compositions by lanes is:

  • Safelane Carry – Phantom Assassin
  • Midlane – Invoker
  • Offlane – Windranger
  • Soft Support – Ogre Magi
  • Hard Support – Lion

We will usually see the Soft Support go to the Offlane and the Hard Support go to the Safelane, though this is not always the case.

2. Team Composition by Roles

Now going by roles, Phantom Assassin is the carry of the team. The term “carry” means that this hero scales very well with gold (items) and levels, and is capable of carrying the team to victory in the endgame. PA is also capable of initiation, but that is not really her job int he team because there are at least 3 others who do it better.

Invoker is the CC (crowd control). Referring to traditional roles, you could think of Invoker as the Disabler, Nuker, Pusher, Initiator, and Counter-Initiator (Disengage specialist). Among these, Invoker’s primary role is Disabler and Initiator (Quas-Wex build), or Nuker and Pusher (Exort build). Invoker can control the crowd through Cold Snap, burn their mana through EMP, slow them down in the Ice Wall, disarm them using Deafening Blast. Invoker also deals massive damage (Nuke) with Chaos Meteor, and Sun Strike. It’s Forged Spirits and Alacrity are often great tools for Pushing lanes and taking objectives (buildings). Tornado is a good disabling spell, but you could think of it as Initiation or Counter-Initiation. Similar to Invoker, most mid heroes have some kind of heavy nuke power or at least some pushing power.

Windranger is our offlaner. It’s a bit of a weird choice to some because the Offlane role is often associated with a “tanky frontliner” i.e. a durable hero that can soak a lot of damage and enable its teammates to dish out damage to enemy. Essentially an Offlaner is any hero that can 2v1 or even 3v1 against the enemy, and deal with the annoying shit of enemy pulling their creeps etc. It’s windrun provides some survivability/mobility, and powershot lets it Nuke down creeps when it’s too dangerous to go near for the last hit. In this team, however, Windranger’s primary role is not a Nuker or a Disabler. Make no mistake, Shackelshot is a GREAT disable and Windranger can nuke heroes down as well. In the context of this team, Windranger is the de facto Initiator (as many Offlaners often are). With a Shadow Blade (or preferably, Blink Dagger), it can start a teamfight in a way most favorable to the team. Also, as the Offlaner, Windranger is able to create a lot of space for its carry (PA). Windranger does this in a variety of ways – it can gank enemy heroes and delete them, it can pressure a tower through its ultimate, it can make enemy heroes waste valuable time chasing it around in its windrun. This is why it’s not so hard to see why Windranger is a very capable and competent Offlaner.

Both Ogre Magi and Lion are capable of being Hard Supports, but traditionally, Lion is the less item dependent between the two. These two heroes have the role of Support and Disable. They are the primary disablers of the team. Once Lion gets its dagger, it arguably the best candidate for Initiator int the team, so that’s another of its role. Depending on the matchup, Ogre may decide to roam around and let Windranger solo the offlane. But Lion will stick to Phantom Assassin for sure, acting as a babysitting support against an aggressive lane, or a zoning support in general.

You can learn about all of the common roles here. But I will provide a brief summary below:

RoleShort DescriptionFrequency (how often it appears in a game)Popular example in <4k Pubs
CarryHeroes that scale very well with items and levelsAlmost all games have multiple heroes of this rolePhantom Assassin, Juggernaut, Sniper
SupportHeroes that are able to do well at low levels without itemsTypically 2 heroes per team, but sometimes there may be less in greedy or low-level teamsLion, Crystal Maiden, Ogre Magi
NukerHeroes that can do huge amount of burst damage using spellsQuite popular, typically most teams will have more than 1 nukersLion, Invoker, Zeus, Shadow Fiend, Lina
DisablerHeroes that can control the opposition. Stuns are the most common and “hard” disable, but there are other disables including silence, root, disarm etc.It is difficult to have a team of 5 heroes without ANY disable, but in low-rank games, sometimes a team may lack any real hard disablerLion, Earthshaker, Axe
DurableHeroes that have a great deal of survivability due to armor, magic resistance, high HP, or any other kind of damage mitigation / health regeneration. These heroes can frontline and soak damageUsually the offlaner is the Durable hero, but sometimes there is no Durable hero in a team (this is not necessarily a problem, but it requires more skill for a team to play without any “tanky” frontliner)Wraith King, Bristleback, Axe
MobileHeroes with high mobility that are capable of closing gaps or escaping easily due to a spell/ability they haveNot really essential to the team, but the sometimes may have a mobility heroWeaver, Anti Mage, Queen of Pain, Slark
PusherHeroes that have the ability to push lanes well and/or take objectives. There are two kinds: (1) fast creep wave clear and (2) sieging buildingsA team should ideally have at least one good pusher, but in low-level pubs, it is a common scenario that the team lacks any real pusher – because of which it is difficult to take towers after winning a fightNature’s Prophet, Invoker, Jakiro are great overall pushers. Heroes like Tinker are great at shoving the lane forward and clearing creep waves but not so great at sieging buildings. Shadow Shaman and Pugna are potent at taking buildings, but not the best at clearing creep waves
InitiatorThe hero on the team that can open the combat in a way that is favorable for the team. A good initiation means it’s never a fair right – its advantageous to the team that has the better initiationSometimes good initiators are missing in low-level games. In some cases this is due to lack of initiator heroes selected, but in many cases, it’s also because a hero that can become a very potent initiator is not played that way (for example, Lion)Lion, Axe, Legion Commander, Earthshaker (all of them are quite blink dependent, but can also initiate without blink in certain situations)
GankerThis is a combination of Nuker and Mobile heroes that have some kind of a high duration or hard Disable. These are heroes that have a lot of burst damage and also the potential to close down gaps in order to “hunt” lonely enemy heroesNot many gankers are played at low-levels, and even when they are, ganking is not too common a practice as players at our level prefer to clump down together and love teamfightsTemplar Assassin, Riki, Storm Spirit, Bloodseeker, Ember Spirit, Legion Commander
Counter-InitiatorThese heroes are great at reacting to enemy heroes and are great at turning the tides of battle.Typically not very favored in low-level pubs because counter-initiators are sometimes seen as boring, and not very flashy or aggressiveALL initiators are somewhat good counter-initiators (like Tidehunter and Enigma), but I will only name heroes below that are NOT good initiators: Silencer, Omniknight, Undying, Dazzle, Winter Wyvern
RoamerNot to be confused with gankers. Gankers are typically core/carry heroes that roam around the map in midgame looking for certain KILL. Roamers are supports that start moving around the map very early in order to establish map control and annoy key carriesAlmost non-existent in low-level games. And when picked, a Roamer is usually flamed by the team because sometimes it’s difficult to appreciate and understand how good a job a Roamer is doing (for example, warding all of Alchemist’s neutral camps)Bounty Hunter, Earth Shaker, Lion
JunglerI will quote dotapedia here: ” Junglers are heroes that can efficiently jungle neutrals at the start of the game, rather than lane”. Almost no heroes can jungle that efficiently, and in low-level games, having a jungler usually results in auto-loss due to enemies dominating all lanes and winning the game quite earlyFortunately, not as popular as it once used to be. If you are below Ancient, please don’t level 1 jungle. Win lanes, win games. Thanks.Nature’s Prophet, Axe, Crystal Maiden, Ursa (I did not mention Lone Druid, Chen and Enchantress because these heroes are never picked at low-level games except by smurfs)

3. Team Composition by Win Condition

Once it hits its critical mass of level and items, Phantom Assassin can single-handedly take out the enemy heroes and win its team the game. This is why it can be called the Primary Win Condition.

In the event that PA does not get the job done, Invoker can pull off some amazing combos to kill heroes, and even take objectives very fast. This is why it’s the Secondary Win Condition. The hero scales quite well with levels and items.

Windranger scales well with levels and items too, but in this game, PA and Invoker scale better. So Windranger’s job is to create space so that PA and Invoker can farm really fast. To do this, Windranger can occupy the time and attention of multiple enemy heroes simultaneously, push lanes, hit towers, force rotations. Also, during “peacetime” in midgame, it is the job of Windranger to farm the unsafe areas of the map and overextended lanes, so that the two WinCon heroes can farm the 2 jungles efficiently.

Ogre Magi’s job in this game as the Core Enabler is to make rotations, make plays and do things that help its 3 WinCon heroes (known as Core heroes) to farm efficiently. Efficient farm = farm fast + farm safe. In this process, Ogre Magi might pick up some last hits and gold here and there.

The Position 5 Hero, Lion, is the no-farm hero of the team. What Ogre does for the 3 Core heroes, Lion does for all of its teammates. An interesting difference between the two would be – if there is a Mid Tower that needs defending (mid tower should always be prioritized at it provides enemy access to jungle), and the team is hesitant to go there because enemy heroes are nearby, then it is Lion’s job to go defend that mid tower. This is one scenario, and there are many other scenario where this hero makes risky plays, sacrifices, long walks, and buys time and creates space for the rest of the team. In this process it does gather gold over time. When it is near completing a very game-changing item (such as sitting on 1900 gold, about to buy Blink Dagger), sometimes the other heroes should let Lion get some farm to quickly get Blink online.

In some team compositions, due to the nature of the two supports selected (for example, an Undying and a Crystal Maiden), it is clear that Crystal Maiden will be the No-farm support. But in many cases, if two “eligible hard supports” are selected such as Lion and Crystal Maiden, then both can be thought of as position 4.5 from the beginning of the game – and as the game evolves, more farm is allocated to the hero that is likely to have great impact of the game (this depends entirely on what are the other heroes in the team and in the enemy team). Many core heroes can be played as a Position 4 support (Core Enabler) such as Weaver, Zeus etc. But only a handful of heroes can be played effectively as a Position 5 Support. A good litmus test to know whether a particular hero would be an amazing position 5 hero is to ask this question “Will this hero be able to contribute greatly to the team even if it has only brown boots at 12 minutes?” If the answer is either “no” or “maybe”, then this is NOT a position 5 hero. Sure, in most cases even the Position 5 hero will have some small items at 15 minutes like arcane boots, Tranquil Boots, Bracer etc. but a good Position 5 hero should be prepared for the scenario where that does not happen so that it can remain effective even without farm and not fall off the game or be a burden for its team.

Putting it all together

So below is the summary of the things I have discussed thus far.

PositionHeroLaneRoleFarm Priority
Pos 1Phantom AssassinSafelane CarryCarryPrimary Win Condition
Pos 2InvokerMid heroNuker, Pusher, Counter-initiator, DisablerSecondary Win Condition
Pos 3WindrangerOfflaneInitiator, Disabler, Nuker, Pusher, MobileSpace Creator
Pos 4Ogre MagiSupportDisabler, Support, Roamer, Counter-initiatorCore Enabler
Pos 5LionHard SupportInitiator, Disabler, SupportNo Farm

It’s good to think about the TEAM in terms of Role (does my team have enough push, enough nukes, enough lategame potential, enough early game survivability etc.). But when deciding where to lane which hero, the approach of “most carry-type hero goes safelane, typical mid goes mid, tank goes offlane” is a safe, tried and tested approach, but sometimes it can be sub-optimal. It always depends on the enemy lineup where your heroes lane. For example, let’s say your team has 3 cores: a Juggernaut, an Invoker and a Bristleback. And your enemy team has 4 standard heroes, and then a surprise last pick Brood. You know it’s likely that Brood is going mid. And you know Brood is going to destroy Invoker (or anyone else that gets sent mid). And you know that based on the other 4 heroes of the enemy, Invoker may actually be a very valuable asset in this game. So, what you do is send your Invoker in the offlane. And Bristleback lanes middle against Brood. In this example, did Invoker get downgraded to Space Creator and Bristleback upgrade to Secondary WinCon? Nope. Bristleback is still the space creator and Invoker is the Secondary WinCon – with just swapped lanes. Farm Priority is not always linked to lanes, you see. Sometimes the safelane carry goes offlane and offlaner comes to safelane because of an unfavorable matchup (imagine your Juggernaut going against an Axe and Sand King lane – no thanks).

Dota is a beautiful game and team composition is one of the most fascinating things about it. We often don’t think about it as much for a few reasons. The biggest reason is that it’s not that relevant to whether we win or lose at lower ranks, since even the best draft of counterpicks will not win the game if you are crushed at the game of last hitting and denying. Another reason is that there is a lot of conventional wisdom about Team Composition that we all “know” and adhere to which kind of keeps our teams in check (5 heroes: 1 typical mid, agi carry in safelane, tanky strength hero in offlane, two supports, one of them can be greedy). But sometimes, the difference between winning and losing can be your 4th and 5th pick. You look at all the heroes of your team and enemy team selected so far and think “what does my team need now?” The answer will not be “Offlaner.” The answer will not be “Stuns”. The answer will not be Position 3 (Space creator). The answer will be “a hero that can offlane against those two xyz heroes that enemy is likely to put on safelane and disrupt their farm a bit while not dying too much, and this hero should have some decent disables since the rest of my team lacks any, and also the hero must not be too greedy as it needs to be a Space creator (Position 3)”. With this kind of thinking, you can great improve your picking. Also, after all 10 heroes are picked, team composition STILL can influence decision making a lot. Where are you laning your heroes? Do you want your safelane carry to dodge a dangerous lane? Do you want to help your carry trilane? Do you want to have a support as a roamer to address their annoying Mid that you don’t have any real counter for other than lane harass and warding his camps?

These are very interesting and amusing thoughts, and the more games you watch (both pro games and random pub games of your level), the better you will understand these things and the more fun you will have while thinking about stuff like this. But in your game, your actual game, during playing – you don’t have the luxury to think about all of these unless you are an afk Pos 5 support. Because youa are ranked lower than Legend and you should just focus on last hitting, denying, creep aggro, proper itemization according to timings and enemy heroes, taking objectives, and map control. Work on the basics first – then you can maybe think about Team Composition in your free time. But the more you think about Team Composition, watch videos of commentary during draft, or draft analysis, the better you will be about understanding the game at a macro level.

Ultimate Huskar Guide – DotA 7.24

This guide will tell you all you want to know on how to be reported after stomping all your games. Huskar is one of the best solo queue heroes in Dota and I’m going to show the ways of the Huskar.

Lane: Mid – Huskar safelane is OK too, but never take him offlane.

Counters

Counters for each position, from most annoying to lesser counters.

  1. Ursa, Troll Warlord, Juggernaut, Weaver.
  2. Invoker, Viper, Windranger, Timbersaw, Lina, Necrophos, Razor, Shadow Fiend.
  3. Timbersaw, Axe, Doom, Legion Commander, Night Stalker.
  4. Ancient Apparition, Witch Doctor, Skywrath Mage, Windranger, Zeus, Shadow Shaman, Lina, Bane.
  5. Same as 4.

Level One Skills

  1. Inner Fire should be taken against heroes that can mess up your cs, or you can’t harass level one. Take this against Tinker, Pugna, Lina, Windranger, Sniper, Arc Warden, Zeus, Viper, and Death Prophet.
  2. Burning Spears should be taken level one against melee heroes and ranged heroes you can harass. You shouldn’t take this level one if you missed your creep block, since you can’t trade favorably with most heroes level one. Take this against Pudge, Timbersaw, Bloodseeker, Brood, Shadow Fiend, Naga, Tiny, Storm Spirit, Ember Spirit, Void Spirit, Templar Assassin, Riki, Alchemist, and sometimes Outworld Devourer.
  3. Berserker’s Blood should not usually be taken at level one. The only time you should take this skill first is when you miss your creep block badly or will be harassed very hard. Skywrath Mage is a good example of when to take this skill.

Laning Stage

  1. Go 1-2-2 at level five. This skill build allows you to jungle effectively and survive almost any lane.
  2. Use creep aggro and Inner Fire to secure the ranged creep.
  3. I would recommend rushing armlet after your two bracers. Boots should be bought before armlet in matchups where you need the speed, like Razor.
  4. If you are having a hard time in the lane, tell one of your supports to go take it so you can jungle. Huskar is one of the fastest junglers in Dota so losing lane isn’t a big deal.

Item Build

  1. Start with two gauntlets of strength, a circlet, an iron branch, and a set of tangoes. Build into two bracers.
  2. Rush Armlet next if you don’t need a fast boots, which you usually don’t. Buy Power Treads next, then Heaven’s Halberd. Morbid Mask if you need survivability. After that, buy BKB and Satanic. Assault Cuirass or Aghs depending on the enemy team for your 6th item.
  3. Two Bracers -> Armlet -> Power Treads -> Heaven’s Halberd -> BKB -> Satanic -> AC or Aghs.

Best Neutral Items for Huskar

  1. Ironwood Tree, Poor Man’s Shield, Faded Broach.
  2. Grove Bow, Vampire Fangs, Vambrace.
  3. Paladin Sword, Titan Sliver, Craggy Coat.
  4. Flicker, Minotaur Horn, Havoc Hammer.
  5. All of them except Seer Stone.

Talents

  1. Level 10 always take 15 damage.
  2. Level 15 almost always take 10 Burning Spears Damage
  3. Level 20 take 20 Strength, unless they have a backliner like Sniper or Zeus.
  4. Level 25 always take Pure Burning Spears. They also pierce spell immunity now.

Rosh Times

  1. Many people take Rosh right after Armlet (8-9 minutes). I don’t recommend this. I would instead farm until you have Heaven’s Halberd, then take rosh. With the Huskar changes in 7.23, Heaven’s Halberd is your new powerspike. An average Armlet Treads Halberd timing would be around 15-16 minutes. Take some fights after that. In a good game, you will get BKB at around 20 minutes. Sometimes you can push highground right then, but other times you have to wait until Satanic and next Rosh.

How to Play Huskar

  1. When playing Huskar, start by screaming into the mic “I AM THE CARRY NOW!”. After that, be the carry. Actually though, when you are playing Huskar, you are like a black hole sucking in all the farm on that map for the first 15-20 minutes. You should NOT be constantly fighting on Huskar. The way you fight is you hit hard timings and push a tower. They will come.
  2. You should NEVER have less than 60 last hits at 10 minutes on Huskar. The hero is a farming machine, so if you can’t farm lane, go jungle.
  3. PLEASE don’t be ganking unless you get a haste rune. You are a slow slow hero and it’s a total waste of time to walk across the map just for a gank. Instead, farm your way through the jungle towards the lane you want to gank.

Matchups

This is going to be very long.

  1. Sniper. Use your Q to CS. He will out harass you. Can kill at 6 easily. You lose late game.
  2. Tinker. Use your Q to get CS. You can’t really harass him. Can’t kill before 6 without a support rotation or if he misplays. After 6 just Life Break him if he lasers you. Easy kill. You lose late game.
  3. Lina. Use your Q to get CS. You can’t harass her. One of the few matchups you should go 1-1-3 at level 5. To kill her you need to dodge her stun with your ult and jump her. Wouldn’t recommend trying until you have armlet. Sometimes leave the lane after she hits 6. Drag out the game if you are losing. You win late game.
  4. Outworld Devourer. Use your Q to get CS, unless you have a good block, then take Burning Spears. Very difficult to kill OD. Need a support rotation. Leave the lane after he hits 6. You win late game.
  5. Alchemist. Harass with Burning Spears. He can’t do anything against you. You win late game.
  6. Viper. Use your Q to get CS. Another possible 1-1-3 matchup. Easy kill at 6. Life Break him after he plops down Nethertoxin. You will kill him easily. If he goes on you use Life Break to jump out of Nethertoxin. You lose late game.
  7. Razor. Use your Q to get CS. Rush boots in this matchup. Inner Fire doesn’t stop him from attacking you in Static Link. Leave lane if it is going badly. You win late game.
  8. Pugna. Use your Q to get CS. Easy lane for you. Can kill at 6 if he messes up. Life Break dispels Decrepify and breaks Life Drain with the spell immunity. You win late game.
  9. All the Spirits. Harass with Burning Spears. Hard to kill after 6. Easy lane for you. You win late game.
  10. Brood. Harass with Burning Spears. If you let her build her army you are screwed. So you have to force her out level one or lose the lane. You win late game.
  11. Meepo. Harass with Burning Spears. Take a point in Inner Fire before 3. It pushes him far enough away to be out of poof range. You lose late game.
  12. Templar Assassin. Harass with Burning Spears. You can kill at 6 or before if she misplays. Very easy lane. You win late game.
  13. Shadow Fiend. Harass with Burning Spears before he can build up Souls. This matchup gets very difficult if he gets souls. You can dodge razes and his ult with Life Break. Difficult to kill at 6. You win late game.
  14. Monkey King. Harass with Burning Spears. Rush boots in this matchup. Use Inner Fire when he gets to 3 Jingu stacks. If he stuns, turn on him. If not run for your life. You win late game as long as you stay out of his ult.
  15. Kunkka. Harass with Burning Spears. You can use Inner Fire to prevent him from using Tidebringer. Easy matchup. You can dodge X, Torrent, and Boat with Life Break. You win late game.
  16. Clinkz. Take Inner Fire if you have a bad block, Burning Spears if you have a good block. Pretty easy matchup. You can kill at 6 if you reach it before him. You win late game.
  17. Death Prophet. Use your Q to get CS. Mildly difficult lane. You can kill at 6. You win late game.
  18. Puck. Take Inner Fire if bad block, Burning Spears if good block. Puck doesn’t have enough damage to kill you but it is very hard to kill Puck. Life Break goes through Dream Coil. You win late game.
  19. Timbersaw. Harass with Burning Spears. Rush boots. Use Inner Fire to push him away if he gets close. Whirling Death wrecks you, so don’t let him do it. You lose late game.
  20. Bloodseeker. Harass with Burning Spears. Can’t jungle against him, so you have to stay in lane and ruin him. Easy kill at 6. You win late game.
  21. Lone Druid. Take Burning Spears or Inner Fire. You can’t really kill the bear so just focus on CS. You lose late game.
  22. Invoker. Quas Exort is one of your most difficult matchups. Take Inner Fire to not get cold snapped and get CS. Easy kill at 6. Use Life Break to dodge Meteor, dispel cold snap and deafening blast. Quas Wex is an easy lane for you. Not enough damage to kill you. You win late game.
  23. Necrophos. Harass with Burning Spears. Very easy until level 6. Then just leave the lane and jungle. Later on, don’t show in fights till he uses his ult. You lose late game.
  24. Skywrath Mage. Take Berserker’s Blood level 1. 1-1-3 at level 5. Hard to kill him. Easy to CS though. You win late game.
  25. QoP. Kinda difficult. Take Berserker’s Blood first. Can only kill her if she misplays. You win late game.
  26. Windranger. Use your Q to secure CS. Hard to harass her. 1-2-2 at level 5. You can kill her at 6 if she didn’t max Windrun. Use Inner Fire to disarm her if she goes on you. Heaven’s Halberd helps a lot. You lose late game.

All right I think that’s everyone. If I forget one or you want to know more ask me in the comments.

Power Spikes

Flaming Huskar

Huskar’s power spikes are kind of funky. He spikes at 9 minutes (Armlet), 15 minutes (Halberd), 20-22 minutes (BKB), and 26-28 minutes (Satanic). His hardest spike is Halberd. Huskar actually scales very well. So if you are losing, drag out the game and chances are you will win. Burning Spears pierces spell immunity and is pure damage at level 25, and Life Break also pierces spell immunity. When BKBs are short durations, Huskar destroys. The other day I 1v4ed an OD with rapier, 6 slotted Faceless Void, Lion, and Undying, and killed them all.

Random Tips

  1. Inner Fire ignores terrain. So you can cliff people.
  2. You are spell immune during Life Break. So it breaks undispellable stuff like Pugna’s Life Drain.
  3. You can also dodge abilities, like Magic Missile (venge) and Wraithfire Blast (wraith king).
  4. Use Inner Fire to push SF away from you when he is ulting, or to push MK out of Wukong’s command.
  5. Wait until Necro/AA uses their ults before you show in a fight.
  6. Don’t stand in nethertoxin.
  7. USE YOUR HALBERD. So many people forget to use this item.
  8. You can dispel Spirit Vessel, but not Heaven’s Halberd, with Life Break.

Best Teammates

In order by positions, after that no particular order.

  1. Ursa, Bloodseeker, Drow, Troll, Juggernaut, Monkey King, Slark, and Phantom Lancer.
  2. This is You.
  3. Tidehunter, Ogre Magi, Centaur (retaliate aura on Huskar lol), Axe, Dark Seer, Underlord, Tusk, Omniknight, Phoenix, and Slardar.
  4. Tiny, Earthshaker, Nyx, Dazzle, Oracle, Shadow Shaman, Phoenix, Treant, OmniknightOgre Magi, Shadow Demon, Lion, Chen, and Io.
  5. Same as 4, but without Tiny, Earthshaker, and Nyx.

The End

Yeah I think that is pretty much it, if you have any more questions leave a comment.

Why is Phantom Lancer so Strong in the Current DOTA Meta

It feels like there’s a huge surge of PL games – what gives? Not enough counters? PL feels to me like a hero you 100% lose to late game if you don’t have the right draft. Everyone says that the draft doesn’t matter at all here so how do you deal with him without using earth shaker or timber…

  1. How come he is so popular? Was there a nerf or buff that made him really good all of a sudden?
  2. How do you beat him without the hard counter heroes? Strategy/Items?
  3. What other heroes besides the two mentioned are good at beating him? I know legion commander is decent and maybe ember spirit?
  4. Is he balanced/where he should be in comparison the other heroes?
  5. When he hits level 6 should I just abandon lane as an offlaner or is there any point in staying?
PL Artwork

It’s actually not that hard to deal with a PL.

In general, illusion heroes like PL and Naga have become decent picks this patch. In the PL games I’ve seen, people counter PL with an ultra fast draft. The point is to choke the enemy out of their jungle and into high ground by minute 20-25

  1. He has the highest base damage in level 1 in the agility section, making him have a good lane because he can last hit easier, with quelling blade, its almost assured that u can last hit every creep,
  2. Id say the best counter to PL is Axe, Lion, Ember, Puck, Magnus and many more, I wouldnt say ES because in late game, if PL has heart ES wouldn’t do anything even with his ult to PL because of his high hp.
  3. Yeah Legion can counter PL in the early game because of her aggressiveness and her 1st skill.
  4. I’d say he is one of the best carries this meta.
  5. If you are an offlaner, you shouldn’t let the enemy carry farm freely. ask help from your fellow supports or your midlaner. and if you are still in the draft selection of heroes, NEVER LET THE ENEMY TEAM LAST PICK PL.

About his level 6, if you as offlaner along with your 4 can dumpster their lane before the PL hits 4-5, then you should aggressively take their safelane tower. Try cutting the creepwave while chipping away at their tower. Then ward their jungle areas. Absolutely no breathing space should be given. PL is actually weak even with lev6, and is pretty easily killable until he gets a Diffusal + Manta up. PL loves farming jungle, so you have to choke him out. Mid plus 1 or 2 supports can easily kill PL in the mid game, if you have some sort of wave clear.

IIRC, in the minors game of Nigma vs RNG, Nigma picked PL, while RNG picked Lifestealer and Underlord. The game was pretty matched even at 70+ minutes. Underlord’s atrophy meant PL can’t deal any damage at all, and Lifestealer had built Mjollnir for the illusions. Miracle, being the madlad that he is, ultimately bought a divine rapier for his damage issues.

Mastering the Game of DOTA – All you need to know about how I hit Immortal

Have you ever felt stuck in your gaming life? Have you been playing the game for years and be static with no improvement? Do you play without a game plan, walking around the map clueless of what you should do? Do you feel your team does not execute to their fullest potential and you lose most of the games because of them?

If the answer to the above questions is YES, you came to the right place. This is my personal story of how I managed to improve, make my time more valuable and hopefully you can learn from my mistakes. I know what it feels like to be static for years, without improvement, game plan, playing more and more and be the same player without any change. I’ve been the guy above, and truth be told most of the players act this way. I can’t recall how many years I was stuck between 4 and 5k MMR. Frankly, it’s not about the number, it’s about improving.

This is going to be a long post. But honestly, I don’t want to start back from 2005 2006 when we used to be kids and nobody really knew what was going on. So, this story starts in 2013 2014 when the game was quite complex, tournaments more challenging and fun to watch and players started to have somewhat of an understanding of what was really going on in terms of what and how you should play the game.

About me: Like the rest of the community, I was a casual gamer playing a few gamers daily, some days more some days less. And like the rest of the community, my MMR was like a rollercoaster. That means, they were time I would be in a huge win streak and they were times I would lose over 500 to 600 MMR. Overall, I was stuck between 4,4 to 4,8 MMR. Like anyone else, I watched casual youtube videos and followed the scene, having more understanding of what was going on but the end result was no improvement. Unfortunately, we have to admit that MMR represents our skills overall. That includes everything from communication to mechanics(not 100% accurate, but truth be told if someone is around 4k he plays pretty much for 4k, etc).
After getting a little older, got into university (currently working) and having less time (still played my few games daily) I realized I needed to improve.

But Jeff why would you improve since you have a life going on? :
Imagine you play guitar for years daily 2-3 hours. How would you feel if after 6 years of playing you were not able to play a single song and be static?
Imagine you are going to the gym, constantly working out daily and haven’t lost any significant weight or gained no muscle

Obviously, you want to play guitar or a body that functions well. And we can all agree that if you are going to the gym for years and see no improvement, or have been playing guitar for years and not be able to play more difficult songs in the long term run it’s quite frustrating.

But jeff I don’t want to go pro in Dota :

It is not about become a rockstar, a bodybuilder or a pro player.
It’s about making our time more valuable. Since we invest the time playing, we should improve

If you are Herald/guardian you should gradually want to reach Archon/legend over the long run. if you are Ancient/Divine you should try hit immortal, etc…

How I improved and currently being Immortal :

  1. I analyzed my own replays. The whole youtube is about how CCnC stomps lane and how Miracle Rampages. Nobody really talks about what Archon, Crusader and Legend players do. Watching the wrong mistake and realizing it is way more important than watching the right play

By watching the correct play, you usually cannot identify it and apply it into your games

2) Does youtube videos help? Yes, it does but please don’t overdo it though. What I mean is that most youtube channels ou there provides the same value and recycle the videos (get more cs by 10minute, watch the map). They provide no new information because there are not. I am not ditching them, they need to make content. Keep it simple, watching your replays and you will surprise how much you will improve in no time
Jeff do I need to watch every replay? No. Generally, try to watch a little bit of your laning stage, your farming pattern and your big blunders (diving towers with no actual purpose, etc)
Most Commoned question: How to watch replays: Check your laning stage(0-7min), your farming pattern(7-21min) and your TP scrolls(when you fought, when you reacted to a situation/fight)

3) Think about the games consciously and do NOT play on autopilot (SUPER IMPORTANT)
Example: Offlane doom vs Tree lifestealer. All the damage you are going to receive is physical
Solution: Double ring of protection(which is basically way better than extra regen) -> You get a buckler later on and most likely you are going to have a really comfortable lane( don’t forget quelling blade and regen if they focus you too much!)

This is a simple thought process to make my point. People play on autopilot and do not think anything about the game. I know, I used to do that. This tip can literally win you countless games. DotA is a simple game, but easier said than done

4) Nothing changes if nothing changes. That means you should apply the simple things I mentioned above and see if you have somewhat of progress. I would love to hear someone getting improved and messaging me back in a few weeks. Generally, if add or remove something from your playstyle, you cannot expect to gain MMR. All you do longterm is getting new bad habits and become worse slowly but steadily.

This post is for every single one struggling to gain MMR for a long period of time.
I know that people who work and play DotA as a hobby will understand what I am talking about.
I would love to read comments down below about your current time issues, situation, and experience from the game.
Choose who you want to be. The guy who steadily improves or the guy who wastes his time?
It’s up to you!

Jeff (u/dotarollercoaster)