[NEW] Build Guide DOTA 2: General Carry Tips | general dota 2 – Vietnamnhanvan

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Introduction

Heyo people! I’m Terathiel, occasionally known by other names, most of them silly. I’ve been playing Dota for what, bit under a year and a half? Across this time, I’ve played a variety of roles, but my favourite (and probably best) role is that of the carry. While I’m not the only carry player in the world and certainly not the best, I have a reasonable skill level and a firm grasp of the theory involved (yes there is theory. Dota has a surprising amount of homework!).

A lot of this guide will be copy-pasted from things I have previously written, but much of it will be new. It is designed for those who have a basic grasp of the game and want to expand their knowledge. Do be warned, there will be a lot of text but I will do my best to spice it up with pretty pictures.

I’m updating this for 6.87 because while nothing has really changed in terms of how a carry works, a lot of the carries themselves have changed and I’ve grown to have a better understanding of a lot of them now.

In this guide I will be discussing the theory behind playing a carry. This is going to be a lengthy guide which is not alt-tab friendly, so set yourself some time to read it. It will have numerous sections:

1) What makes a carry
In this section, I shall talk about damage steroids, scaling, and the difference between semicarries and carries, as well as carries and hard carries.

2) Overview of the carries
The second section will be divided into two sub-sections (hard carries and carries) so it doesn’t go on so long. I will go over each carry individually, their abilities, their scaling and their features. The hard carry section will be ordered by lategame power, whilst the carry section will be ordered alphabetically by name. Carries are also given a score of five in different categories based upon their ability to fulfill that role. The categories are:

Lategame Scaling

Pushing

Durability

Snowballing

Farming Speed

Mobility

3) Playing a Carry: A Brief Overview
An insight into the decision making processes behind a carry, and a description of exactly what the role entails.

4) Farming: The Lane
Creep equilibrium, maximising last hits, staying alive.

5) Farming: The Jungle
Split-pushing, rotating through the jungle, the beauty of the Quelling Blade.

6) Picking the Right Carry
A brief section about when to pick what carry and avoiding counterpicks.

3) Playing a Carry: A Brief OverviewAn insight into the decision making processes behind a carry, and a description of exactly what the role entails.4) Farming: The LaneCreep equilibrium, maximising last hits, staying alive.5) Farming: The JungleSplit-pushing, rotating through the jungle, the beauty of the Quelling Blade.6) Picking the Right CarryA brief section about when to pick what carry and avoiding counterpicks.




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Hero Overview – Other Carries


Alchemist
This obnoxious **** has ruined more games of Dota than any other hero, and I’m including ****ing Techies in this. Given freefarm, a 10 minute Radiance will **** everything up. He vacuums all the farm on the map, scales poorly into the lategame due to a ****ty steroid and even worse stats, and needs 15k gold to outcarry his opposition… which unfortunately he can do. The only person that has fun in an Alchemist game is the person playing the hero.
DIFFICULTY: 3/10. Alch is almost completely braindead. Even when pitted against a much better mid, he’ll simply spam Acid Spray and STILL ruin all your fun. Then, of course, it’s just pushing lanes and being annoying until you can finally punch your opponents. Ugh.

    Lategame Scaling: 3/5
    Pushing: 3/5
    Durability: 3/5
    Snowballing: 4/5
    Farming Speed: 5/5
    Mobility: 2/5


Clinkz

Well. Now that I’ve got my Alchemist-rage out of the way, Clinkz is a ganking-style carry who can snowball well out of control with relative ease. His three damage steroids of Strafe Searing Arrows Death Pact
DIFFICULTY: 6/10. His low base damage and horrendous attack animation, as well as his farm dependancy and lack of a farming mechanic, mean that a Clinkz player has to be good at last hitting. So as not to waste Death Pact

    Lategame Scaling: 3/5
    Pushing: 4/5
    Durability: 2/5
    Snowballing: 5/5
    Farming Speed: 2/5
    Mobility: 2/5


Drow Ranger

Ahh, Drow. A Hero with the stigma of being played by noobs… to be fair, it’s a deserved stigma. However, due to her amazing aura, with its synergy with every ranged Hero ever (but especially Visage
DIFFICULTY: 3/10. I give it an extra point because a Drow with **** positioning skills just feeds. She’s painfully easy to play.

    Lategame Scaling: 1/5
    Pushing: 3/5
    Durability: 1/5
    Snowballing: 3/5
    Farming Speed: 1/5
    Mobility: 1/5


Ember Spirit

Ember Spirit is a rampage Hero. This means, as you’d expect, that he is a Hero that gets a lot of rampages through Sleight of Fist
DIFFICULTY: 7/10. There is no micro in Ember, but his combo requires quick reflexes to pull off correctly. A pretty fun Hero – if you like Invoker

    Lategame Scaling: 4/5
    Pushing: 2/5
    Durability: 1/5
    Snowballing: 4/5
    Farming Speed: 2/5
    Mobility: 4/5


Lifestealer

One of the simplest concepts in the game personified, Lifestealer is a Hero you right-click on a target, get kited for 5 minutes, and perhaps snag a kill or two before they FINALLY kill you. It sounds all doom and gloom, but while Lifestealer is very easily kited he’s relatively tanky and does a lot of damage. Maximising attack speed and lockdown is key to succeeding as him, and you have to make the most of your time in Rage
DIFFICULTY: 3/10. Really easy, but it can be frustrating being kited half your life.

    Lategame Scaling: 4/5
    Pushing: 1/5
    Durability: 4/5
    Snowballing: 2/5
    Farming Speed: 2/5
    Mobility: 1/5


Lycan

Dog? DOOOOOOOOOOG! Lycan is a super-fast racing car dog who is often seen split-pushing your towers. However, with a few combat items he makes a potent carry too, with his high chance to crit and all the bonuses from Feral Impulse
DIFFICULTY: 5/10. Some basic micromanagement required, and limited map awareness, however Lycan is ultra-fast and tanky as well, making him rather forgiving.

    Lategame Scaling: 3/5
    Pushing: 5/5
    Durability: 3/5
    Snowballing: 3/5
    Farming Speed: 3/5
    Mobility: 3/5


Meepo

Meepo is often compared with Invoker as to the hardest Hero in the game, but playing him is really just an extension of playing an illusion Hero. A big extension, sure, but similar skills apply. Meepo’s long disables, high nuke damage and eventual right-click potential make him a deadly foe in the right hands, however he is most certainly NOT for anyone on the low side of 500 hours!
DIFFICULTY: 10/10. When playing Meepo, you literally have to manage 5 Heroes at once, plus a bunch of active items. Unless you are certain you can play him, he’s probably best left to practice in bots until he is learnt.

    Lategame Scaling: 3/5
    Pushing: 5/5
    Durability: 3/5
    Snowballing: 4/5
    Farming Speed: 5/5
    Mobility: 4/5

Outworld Devourer

Outworld Devourer

Possessed of the game’s coolest voice acting, BrO-D is a lane dominator who transitions into a powerful right clicker due to the huge amounts of Pure damage from Arcane Orb
DIFFICULTY: 5/10. Positioning, positioning! OD’s requirements on this are rather high and he needs to strike a careful balance between farming and fighting, giving him high-order decision making requirements.

    Lategame Scaling: 4/5
    Pushing: 1/5
    Durability: 2/5
    Snowballing: 3/5
    Farming Speed: 2/5
    Mobility: 2/5


Razor

Razor is a unique carry in that he gets his damage by stealing it from his enemies. Thus, Razor generally just has to build tanky – Mekansm Static Link
DIFFICULTY: 3/10

    Lategame Scaling: 2/5
    Pushing: 4/5
    Durability: 3/5
    Snowballing: 3/5
    Farming Speed: 3/5
    Mobility: 3/5


Riki

The stunted Hero cousin to all the satyr camps, Riki is an invisible assassin that specialises in picking off lone Heroes and snowballing to an unstoppable advantage. While countered to some extent by detection, Riki does a lot of damage and it does not do to underestimate him at any stage of the game. While he does have numerous weaknesses that can crush the Hero, if given room Riki will be easily able to carry a game.
DIFFICULTY: 5/10. Conserve Blink Strike charges and do be aware that invisibility is not a good escape.

    Lategame Scaling: 3/5
    Pushing: 1/5
    Durability: 2/5
    Snowballing: 5/5
    Farming Speed: 2/5
    Mobility: 3/5


Shadow Fiend

Nevermore the Shadow Fiend is, like Outworld Devourer and Razor, a carry who goes into the midlane, wins his lane, and snowballs to a midgame finish. Shadowraze is a three-part skillshot that decimates creeps and Heroes alike, making him an incredible flash farmer. The negative armour and bonus 72 damage he gets gives Shadow Fiend high right-click DPS as the game goes on. The transition from semicarry to carry is seamless, but beware of being ganked, as in the early stages Nevermore is very vulnerable.
DIFFICULTY: 7/10. Positioning is important, and Shadowraze can be hard to land – practice stopcasting it to trick your opponents.

    Lategame Scaling: 3/5
    Pushing: 3/5
    Durability: 2/5
    Snowballing: 4/5
    Farming Speed: 5/5
    Mobility: 2/5


Silencer

With all the changes in 6.84, Silencer has been buffed up to a rather good carry. He’s now an absolute beast as a damage-dealer, and though he is still vulnerable to some kiting, a Force Staff and the slow of Last Word go a long way to mitigate this. He suffers from the same problem as Outworld Devourer, though, as even with an Octarine Core he is squishy and not a very good manfighting Hero – especially once BKBs are coming out.
DIFFICULTY: 4/10. Walk around hitting things. Be present for kills to take advantage of your innate stealing passive. Try Slahser’s Way if you can get away with it.

    Lategame Scaling: 3/5
    Pushing: 1/5
    Durability: 2/5
    Snowballing: 4/5
    Farming Speed: 2/5
    Mobility: 2/5


Slardar

Slardar is a carry with incredible amounts of negative armour and physical damage to take effect of this. He functions as an initiator who, after a rushed Blink Dagger
DIFFICULTY: 4/10. Blink-Crush. Easy to land, devastating effectiveness.

    Lategame Scaling: 2/5
    Pushing: 2/5
    Durability: 4/5
    Snowballing: 3/5
    Farming Speed: 2/5
    Mobility: 3/5


Slark

Slark is a semicarry who can snowball into a carry – by stealing your stats and converting them into more Agility for himself. Possessed of an incredibly long level 1 lockdown of 3.5 seconds, Slark is a great Hero to snag a quick First Blood at the rune spots. His items cover his weaknesses, making him a terrifying midgame force, where he will attempt to end the game.
DIFFICULTY: 5/10. Pounce Dark Pact

    Lategame Scaling: 3/5
    Pushing: 2/5
    Durability: 2/5
    Snowballing: 5/5
    Farming Speed: 3/5
    Mobility: 5/5


Sniper

Sniparz is a long, long ranged Agility carry who is very squishy and weak to gap closers. Since Shrapnel
DIFFICULTY: 3/10, previously 2/10. Literally the only thing that requires any skill on Sniper is Shrapnel. A Blink Dagger can offset your bad positioning, but blowing all your Shrapnel charges uselessly is a waste.

    Lategame Scaling: 3/5
    Pushing: 3/5
    Durability: 1/5
    Snowballing: 3/5
    Farming Speed: 2/5
    Mobility: 1/5


Sven

The manly man the Overly Manly Man meme wishes it could be, Sven has insane DPS and cleave, but suffers from low mobility, restricting him from hard carry status. That said, he can shrug off a lot of assaults with his innate tankiness and hit you back for half your health per hit.
DIFFICULTY: 4/10. Don’t get caught out, try not to get kited. Prepare to see a lot of Rampages coming your way!

    Lategame Scaling: 4/5
    Pushing: 3/5
    Durability: 4/5
    Snowballing: 3/5
    Farming Speed: 4/5
    Mobility: 2/5


Tinker

Formerly a hard carry, the 6.82 changes to Ethereal Blade and the numerous other direct and indirect nerfs he got absolutely crushed Tinker. Now, he fulfills the role of a utility carry. Rearm Hex
DIFFICULTY: 8/10. Tinker’s reflex requirements are intense, and now that he can no longer farm ancients he’s reliant on a good start to properly carry. Even though he’s a massive prick, a good Tinker player does command respect in that regard.

    Lategame Scaling: 4/5
    Pushing: 4/5
    Durability: 2/5, previously 4/5
    Snowballing: 3/5
    Farming Speed: 5/5
    Mobility: 2/5 (5/5 out of combat)


Ursa

A big stompy bear that’s more than happy eating your face as much as a pot of honey. Ursa is single-target focused, but has high burst at all stages of the game, albeit at the cost of mediocre natural attack speed. However, he is durable, and can be a daunting prospect to take down. A team charging into a farmed Ursa might just feed him a very quick kill or two…
DIFFICULTY: 4/10. No way Ursa’s hard. Just need to rush a Blink and try and avoid kiting.

    Lategame Scaling: 3/5
    Pushing: 2/5
    Durability: 4/5
    Snowballing: 4/5
    Farming Speed: 3/5
    Mobility: 2/5


Weaver

There is not much to Weaver other than what was said in Section One – he is a high mobility, relatively low DPS, squishy carry who is a nuisance throughout the entire game. Harassing supports and picking off carries during the early game is your job, and you do it damn well. Weaver can mess up team positioning just by running in and Time Lapse
DIFFICULTY: 6/10. While squishy, Weaver suffers from no lack of escapes and is hard to pin down, especially once he gets a Black King Bar

    Lategame Scaling: 2/5
    Pushing: 2/5
    Durability: 3/5
    Snowballing: 5/5
    Farming Speed: 2/5
    Mobility: 5/5


Wraith King

We’ve all seen him, we all know his ult. Free Aegis. To capitalise on being naturally one of the game’s tankiest Heroes, Wraith King builds damage, but suffers from being low mobility and somewhat kiteable. If the game goes tits-up and you’re in dire straits, remember the three Rs – Refresher, Rapier, ‘Raith.
DIFFICULTY: 3/10. He’s really damn easy, but there’s something guiltily satisfying to playing Wraith King.

    Lategame Scaling: 4/5
    Pushing: 4/5
    Durability: 5/5
    Snowballing: 3/5
    Farming Speed: 3/5
    Mobility: 2/5

Well. Now that I’ve got my Alchemist-rage out of the way, Clinkz is a ganking-style carry who can snowball well out of control with relative ease. His three damage steroids ofandmake him a force to be reckoned with in the early-game, and while he drops off as the game goes into the late stages Clinkz is still an excellent tower pusher and ganker.DIFFICULTY: 6/10. His low base damage and horrendous attack animation, as well as his farm dependancy and lack of a farming mechanic, mean that a Clinkz player has to be good at last hitting. So as not to waste’s limited duration, he must also have good map awareness.Ahh, Drow. A Hero with the stigma of being played by noobs… to be fair, it’s a deserved stigma. However, due to her amazing aura, with its synergy with every ranged Hero ever (but especially), Drow does see competitive play. She is possessed of a powerful slow, a great silence, and high early-game DPS. Drow’s weakness is an incredible vulnerability to gap closers, even more so than Sniper, and that she drops off HARD after 25 minutes. Popular if you want to end the game early.DIFFICULTY: 3/10. I give it an extra point because a Drow with **** positioning skills just feeds. She’s painfully easy to play.Ember Spirit is a rampage Hero. This means, as you’d expect, that he is a Hero that gets a lot of rampages through. This single ability, and to some extent the rest of his skillset, gives him incredible control in lategame teamfights and the ability to burst down entire teams in a single cast. However, he’s squishy, vulnerable to silences, and farms rather slowly even with a Battlefuy.DIFFICULTY: 7/10. There is no micro in Ember, but his combo requires quick reflexes to pull off correctly. A pretty fun Hero – if you like, Ember may be worth a try.One of the simplest concepts in the game personified, Lifestealer is a Hero you right-click on a target, get kited for 5 minutes, and perhaps snag a kill or two before they FINALLY kill you. It sounds all doom and gloom, but while Lifestealer is very easily kited he’s relatively tanky and does a lot of damage. Maximising attack speed and lockdown is key to succeeding as him, and you have to make the most of your time inDIFFICULTY: 3/10. Really easy, but it can be frustrating being kited half your life.Dog? DOOOOOOOOOOG! Lycan is a super-fast racing car dog who is often seen split-pushing your towers. However, with a few combat items he makes a potent carry too, with his high chance to crit and all the bonuses from. Lycan is a midgame fighter that drops off towards the lategame, but his incredible push potential is relevant at all stages of the game. Can solo Roshan from early on, giving your team a gold advantage – make sure to utilise this.DIFFICULTY: 5/10. Some basic micromanagement required, and limited map awareness, however Lycan is ultra-fast and tanky as well, making him rather forgiving.Meepo is often compared with Invoker as to the hardest Hero in the game, but playing him is really just an extension of playing an illusion Hero. A big extension, sure, but similar skills apply. Meepo’s long disables, high nuke damage and eventual right-click potential make him a deadly foe in the right hands, however he is most certainly NOT for anyone on the low side of 500 hours!DIFFICULTY: 10/10. When playing Meepo, you literally have to manage 5 Heroes at once, plus a bunch of active items. Unless you are certain you can play him, he’s probably best left to practice in bots until he is learnt.Outworld DevourerPossessed of the game’s coolest voice acting, BrO-D is a lane dominator who transitions into a powerful right clicker due to the huge amounts of Pure damage from. Outworld Devourer comes online rather quickly, around 12-15 minutes with a Null Talisman, Force Staff and Power Treads, and scales well into the lategame. Be aware that he is low maneuverability and is squishy, as well as having an extreme weakness to spell immunity. Though his squishiness is somewhat mitigated by Octarine Core, he’s still a fairly fragile Hero.DIFFICULTY: 5/10. Positioning, positioning! OD’s requirements on this are rather high and he needs to strike a careful balance between farming and fighting, giving him high-order decision making requirements.Razor is a unique carry in that he gets his damage by stealing it from his enemies. Thus, Razor generally just has to build tanky -is a popular pickup. The Lightning Revenant falls off lategame as it becomes harder and harder to steal the full amount of damage fromand his nukes drop off in effectiveness.DIFFICULTY: 3/10The stunted Hero cousin to all the satyr camps, Riki is an invisible assassin that specialises in picking off lone Heroes and snowballing to an unstoppable advantage. While countered to some extent by detection, Riki does a lot of damage and it does not do to underestimate him at any stage of the game. While he does have numerous weaknesses that can crush the Hero, if given room Riki will be easily able to carry a game.DIFFICULTY: 5/10. Conserve Blink Strike charges and do be aware that invisibility is not a good escape.Nevermore the Shadow Fiend is, like Outworld Devourer and Razor, a carry who goes into the midlane, wins his lane, and snowballs to a midgame finish. Shadowraze is a three-part skillshot that decimates creeps and Heroes alike, making him an incredible flash farmer. The negative armour and bonus 72 damage he gets gives Shadow Fiend high right-click DPS as the game goes on. The transition from semicarry to carry is seamless, but beware of being ganked, as in the early stages Nevermore is very vulnerable.DIFFICULTY: 7/10. Positioning is important, and Shadowraze can be hard to land – practice stopcasting it to trick your opponents.With all the changes in 6.84, Silencer has been buffed up to a rather good carry. He’s now an absolute beast as a damage-dealer, and though he is still vulnerable to some kiting, a Force Staff and the slow of Last Word go a long way to mitigate this. He suffers from the same problem as Outworld Devourer, though, as even with an Octarine Core he is squishy and not a very good manfighting Hero – especially once BKBs are coming out.DIFFICULTY: 4/10. Walk around hitting things. Be present for kills to take advantage of your innate stealing passive. Try Slahser’s Way if you can get away with it.Slardar is a carry with incredible amounts of negative armour and physical damage to take effect of this. He functions as an initiator who, after a rushed, takes advantage of his powerful bash to become a tanky right-clicker. However, Slardar’s DPS, being Strength rather than Agility, is never very high, and he falls off lategame once his -armour effects are negated by an Agility hero’s natural stat growth.DIFFICULTY: 4/10. Blink-Crush. Easy to land, devastating effectiveness.Slark is a semicarry who can snowball into a carry – by stealing your stats and converting them into more Agility for himself. Possessed of an incredibly long level 1 lockdown of 3.5 seconds, Slark is a great Hero to snag a quick First Blood at the rune spots. His items cover his weaknesses, making him a terrifying midgame force, where he will attempt to end the game.DIFFICULTY: 5/10.isn’t too hard to hit and the rest of Slark is timingand keeping your finger on the ‘oh-****’ button.Sniparz is a long, long ranged Agility carry who is very squishy and weak to gap closers. Sincewas reworked into a good skill, Sniper has seen much more play at competitive levels and has become a part of the meta, despite his stigma as the ultimate noob Hero. His glass cannon nature leaves him vulnerable, but a team built around a Sniper can be a daunting prospect to take down if the little Keen is played well.DIFFICULTY: 3/10, previously 2/10. Literally the only thing that requires any skill on Sniper is Shrapnel. A Blink Dagger can offset your bad positioning, but blowing all your Shrapnel charges uselessly is a waste.The manly man the Overly Manly Man meme wishes it could be, Sven has insane DPS and cleave, but suffers from low mobility, restricting him from hard carry status. That said, he can shrug off a lot of assaults with his innate tankiness and hit you back for half your health per hit.DIFFICULTY: 4/10. Don’t get caught out, try not to get kited. Prepare to see a lot of Rampages coming your way!Formerly a hard carry, the 6.82 changes to Ethereal Blade and the numerous other direct and indirect nerfs he got absolutely crushed Tinker. Now, he fulfills the role of a utility carry.allows you to build mass disables and lock down entire teams. Imagine permanent. It’s exactly what it sounds like – ********.DIFFICULTY: 8/10. Tinker’s reflex requirements are intense, and now that he can no longer farm ancients he’s reliant on a good start to properly carry. Even though he’s a massive prick, a good Tinker player does command respect in that regard.A big stompy bear that’s more than happy eating your face as much as a pot of honey. Ursa is single-target focused, but has high burst at all stages of the game, albeit at the cost of mediocre natural attack speed. However, he is durable, and can be a daunting prospect to take down. A team charging into a farmed Ursa might just feed him a very quick kill or two…DIFFICULTY: 4/10. No way Ursa’s hard. Just need to rush a Blink and try and avoid kiting.There is not much to Weaver other than what was said in Section One – he is a high mobility, relatively low DPS, squishy carry who is a nuisance throughout the entire game. Harassing supports and picking off carries during the early game is your job, and you do it damn well. Weaver can mess up team positioning just by running in anding away.DIFFICULTY: 6/10. While squishy, Weaver suffers from no lack of escapes and is hard to pin down, especially once he gets aWe’ve all seen him, we all know his ult. Free Aegis. To capitalise on being naturally one of the game’s tankiest Heroes, Wraith King builds damage, but suffers from being low mobility and somewhat kiteable. If the game goes tits-up and you’re in dire straits, remember the three Rs – Refresher, Rapier, ‘Raith.DIFFICULTY: 3/10. He’s really damn easy, but there’s something guiltily satisfying to playing Wraith King.

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Playing a Carry

A lot of people say that mid is the hardest role.

Others say that supporting is.

In reality, all the roles in Dota are difficult in their own way. Carry is often considered the easiest, but the fact is, you have limited time and limited space to make as much gold as possible.

To do this, a good start is essential. Few carries can comfortably lane alone, and most that can are relegated to the midlane like Shadow Fiend. Babysitting by supports is required. For this reason, it’s best not to pick very weak laners like Spectre and Anti-Mage unless you know that you have a good reliable support or two that can help you.

The first stage of playing a carry is picking the right one. To do this, look at what your team is lacking in, and what the weaknesses of the opposing team are.

Let us say, for example, that the opposing team is Medusa, Dazzle, Venomancer, Clockwerk and Night Stalker. What are the strengths and weaknesses of this team, and as a result what is a good carry to pick against them?

Answer

Answer

The above team has strong pickoff potential, but suffers from a weak midgame. However, their early- and late-game are very strong, meaning you will want to finish rather quickly.
To do this, you want to pick a carry who has good midgame and is resilient to early-game ganks. In situations like this, a Meepo Slark Weaver Night Stalker Clockwerk
Another approach is to stall the game and then splitpush, as this team has very little that can stop splitpushing once their pickoff potential falls off. Therefore, carries like Lycan Anti-Mage Morphling Terrorblade Medusa Morphling

The above team has strong pickoff potential, but suffers from a weak midgame. However, their early- and late-game are very strong, meaning you will want to finish rather quickly.To do this, you want to pick a carry who has good midgame and is resilient to early-game ganks. In situations like this, awould be a good pick, or perhaps ais not recommended, as he gets completely shut down byandAnother approach is to stall the game and then splitpush, as this team has very little that can stop splitpushing once their pickoff potential falls off. Therefore, carries likeorwould work well. While it may seem likecould fit here with the added benefit of fighting if necessary, his illusions are too easily destroyed byand thus most of his damage goes. Special props to, as he will be hard to pick off even in the early-game.

If your team is lacking in stuns, consider Wraith King Sven Doom Phantom Assassin Chaos Knight

To really specialise in a Hero, a nice set of cosmetics can help (no, really). Taking pride in the appearance of a Hero makes you want to do better as said Hero, therefore more effort. It also looks damn cool.

Hi, Terrorblade.<I have this set in red, truly gorgeous

If your team is lacking in stuns, consideror. If you need to shut down a single Hero,is a great choice, or simply burst them down withorTo really specialise in a Hero, a nice set of cosmetics can help (no, really). Taking pride in the appearance of a Hero makes you want to do better as said Hero, therefore more effort. It also looks damn cool.Hi, Terrorblade.


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Farming: The Lane

You’re going to spend a LOT of time in one of these. There are a few points to remember about the lane:

1) Last hitting
2) Creep equilibrium
3) Vision – this does NOT mean spamming >We need wards.

Last hitting is a simple concept that pretty much everyone in Dota knows. Get the killing blow, get gold. There are details of this that apply very much to carries, however.
I’m now going to explain attack animations and their importance.

Let’s look at Anti-Mage. Here is a gif representing his animation:
In text form, this is expressed as 0.3/0.6.

Basically, your animation is comprised of two sections: the frontswing and the backswing. The frontswing is the time after the attack command is issued before the damage is dealt; the backswing is the Hero’s period of inactivity after the attack lands. Described by the wiki as ‘a delay between the damage point of an attack and when another queued command will be performed’. Visually, this is usually the character recovering their position, as such:

Note that your backswing can be CANCELLED. This is EXTREMELY important to remember, especially on Heroes with sluggish animations like Luna. While cancelling the backswing does not increase your attack speed, it removes the period of inactivity after an attack, allowing you to move. Doing this has numerous terms, such as ‘stutterwalking’ or ‘orbwalking’ (the latter being a misnomer, as orbwalking refers to the act of manually casting an autocast ability such as Searing Arrows so as not to draw aggro from the creeps). In function, this allows for better chasing and often can secure very close kills. To cancel your backswing, wait until the attack has landed then issue an immediate move command in the direction you want to go. Once in range, attack again. To see this in action, I recommend watching professional players on Heroes like the aforementioned Luna, or on melee Heroes like Sven.

However, the frontswing cannot be cancelled, and attempting to do so will abort the attack. As such, it is wise to familiarise yourself with the animations of many Heroes, as the attack animation is an important part of lasthitting.

Maintaining creep equilibrium is a very important part of farming a lane. Most commonly, you will see 2v2 lanes in pubs, which makes it extremely difficult to farm at optimum efficiency and often you will have to throw this concept to the wind. However, in higher levels of play when trilanes and solo offlanes start being a thing, remember this.

The old adage of ‘carries last hit, supports deny’ is technically wrong. If the carry is freefarming, the support should not be touching the creeps – and not in the lane at all, they’re better served stacking, pulling or ganking.

Your goal when maintaining creep equilibrium is to keep the creep wave just out of range of your tower by 150-250 units. The image shows a good spot to keep it on the Radiant side, and the Dire side is mirrored.
To do this you must try and make the different creep waves die at the same time. This is a combination of autoattacks, aggressive denying and sometimes leaving enemy creeps alive to better control the lane. I personally am a fan of leaving an enemy siege creep alive so the lane pushes slightly in my direction, allowing me greater freedom in pushing against it in case the creeps do something unexpected.

The best way to practice this is to go in a lobby on your own and just roll with it.

Another reason for keeping creep equilibrium in one spot is to reduce the threat of ganks. The image above is just outside of tower range, ensuring that anyone wanting to kill you is going to have to dive your tower, often a risky endeavour. The more pushed up your lane is, the easier it is for you to get ganked and the harder it is for allies to gank your lane.

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Top

Farming: The Jungle

Here is where advanced farming techniques come into play, and a lot of it is just feel.

There are a number of items in Dota that assist with farming:

Helm of the Dominator
Radiance
Battle Fury
Maelstrom
Hand of Midas

That said, most items in the game contribute to farming, but these five are the main items bought solely for the purpose of farming. Each has different uses.

Battle Fury is popular on Heroes with the ability to quickly move around the jungle and clear camps at lightning pace. See Anti-Mage – his low-cooldown Blink means that he can quite easily clear two lanes and the whole jungle in under a minute. A similar principle applies to Phantom Assassin but it’s better to buy fighting items on her to make use of her midgame powers. Aim for 12-16 minutes to get this item, or just don’t bother.

Radiance is usually bought on Heroes who make illusions. Why? Because illusions carry the burn aura from Radiance. On its own, Radiance is a slow farming tool, because 50 DPS to nearby creeps isn’t that much compared to other items. However, if you can extend this burn aura over a large part of the map… imagine the outcome. Very popular on Naga Siren and Spectre, the latter of who also gets the benefit of owning early teamfights with her ultimate. Aim for 17-22 minutes to get this item, or just don’t bother – with one exception: for the purpose of cancelling Blink Daggers.
NOTE: To use a Radiance, simply move near to jungle camps and the burn aura will farm the creeps for you. Throw in a few right-clicks and voila, 500 gold in 20 seconds.
Please don’t ever buy this on Terrorblade.

Maelstrom is that odd combination of fight and farm. The lightning decimates creeps and Heroes alike and it is a very cost-efficient damage item. I am a big fan of this on Phantom Assassin and we all know how good it is on Faceless Void. Generally, it’s not worth upgrading to Mjollnir until much later in the game.

Helm of the Dominator is an item less-commonly seen as a farming item. It’s usually bought on Luna or Gyrocopter to control a creep and use it to stack the Ancients before farming them. However, even on Heroes with no way of farming Ancients, it can be used of its own.
First, dominate a Wildwing Ripper. Find the nearest hard camp to your base. Stack that 3-5 times, then use the Ripper’s tornado ability to clear it. Repeat over and over, sending the Ripper back to base when necessary. This can net you a lot of gold over the course of a game, especially if you have supports helping you with the stacking. This technique works well on Heroes who need a lot of gold but do not benefit from any of the other farming items, such as Chaos Knight.

Hand of Midas is the most controversial item in the game (probably). For it to be effective, it has to be *rushed*, often before boots. It is good on gold and level dependant Heroes, and is best used on large creeps like the Satyr Tormentor. If you can’t get this around the 8-minute mark or earlier, seriously reconsider.

Often when jungle farming, it’s a good idea to pick up a Quelling Blade. This allows you to cut down trees and farm multiple creep camps at once. It also grants bonus damage to creeps, and is very cheap. What’s not to love?

Don’t, however, spend all of your time in the jungle. Go into lanes and push them, taking a tower if the opportunity arises. Often people will call out ‘rat dota’ in a tone reminiscent of hate speech but you just got an easy 500 gold so what do you care?


Top

Picking the Right Carry

It’s really simple; avoid counterpicks and if needed counterpick the enemy team. There’s a reason carries are often left as 4th or 5th picks in Captain’s Mode games or professional tournaments. The exception is with overpowered carries, like current Troll Warlord and 6.82 Terrorblade.

I’ve gone over most of this in the ‘Playing a Carry’ section. Once you have a wide Hero pool, you’ll know when to pick what carry – it’s not really something that can be taught outside of individual examples, like don’t pick Wraith King against an Anti-Mage.

Team needs a stun? Chaos Knight, Sven, Wraith King.

Team needs push? Lycan, Meepo, any illusion Hero

Team needs early fight? Weaver, Troll Warlord, certain Spectre builds

It’s all situational.


Top

Conclusion

Why do people play carry?

Perhaps it’s for revenge against those creeps for all the times they’ve blocked your way or gotten you killed.

Perhaps it’s the thrill of leading your team in the lategame and throning your opponent.

Perhaps it’s that addictive sound of money clinking with every kill.

Perhaps a combination of all three.

I hope this has helped someone. As usual, don’t hesitate to point out things that I’ve missed or anything I should clarify further.

I’ll leave you with a final piece of advice; no matter how good of a carry player you are, if your team already has some, they’ll be better served by a support. 5-carry teams never work.

Now holla holla get some dolla.

[Update] Comparing League of Legends and DotA 2 : DotA2 | general dota 2 – Vietnamnhanvan

.Introduction

I first played DotA 2 back in 2012, when it was released

Ever since, I’ve been playing the game. For 4 years I played it very casually with friends and with long gaps between matches. By 2016 I started playing ranked games, solo game and bought every Battle Pass (major or ti) ever since

This year I first created an League of Legends account after I felt dissapointed by DotA in general, I was frustrated about competitive matches, about the battle pass, about casual play and toxicity. So, I haven’t played DotA now for 3 months

I’ve been playing League for 4 months now on my own account, but played with friends before in their old acc because it had more heroes

– Goal

My goal here is to make a detailed comparisson between DotA and League, they’re purely my impressions and I’ll bring some details and facts about them. Be free to agree or disagree, it’s not supposed to be a diss on any game. I’ll highlight whatever I think is important.

  • 1 – Hardware

1.1. Size and Content

– DotA 2

DotA 2 is a pretty heavy game (16gb according to google, but it takes up to 25gb once installed) considering it’s online. Once you download it, you notice it’ll take up to 25gb from your hardware. It includes only the base game and what you need to play it.

– League of Legends

League is a pretty light game (8.2gb) even if we consider it’s online. You take a lot less time to download and install it, and it includes Teamfight Tactics, which is the Riot version of DotA Chess

1.2. General Hardware Section

– DotA 2

Although DotA is a heavier game, it is also a very good looking game. If you have a mid-end computer it’ll be enough to play with ultra graphics, and you feel rewarded because the game gives you more graphicwise than you’d expect for an online game, making it’s size an understandable and necessary part of the game

It’s important to say that low end computers can run DotA 2, but it feels like a whole different game

– League of Legends

League is way lighter than DotA, but it can be a decent looking game from time to time. A low-end computer is more than enough to run the game, and a mid-end computer is sure to run it at it’s best. More recent aspects of the game can be very good looking and the animations are great, but, sometimes, the game feels like a punishment for everyone who has a decent hardware.

League is very limited graphic-wise, but it brings some fun aspects that make up to it. Playing either on your best graphic option or lowest graphic option isn’t really that much of a change for mid-end/high-end hardware owners.

1.3. Hardware Section – Bugs, Glitches and Lag

– DotA 2

I experienced way more hardware problems with DotA 2 than with League of Legends, but it may be because I player DotA 2 for way longer than I’ve played League. I’m talking about black screen, random freezes, stuttering and crashes. I played it with low-end, mid-end and high-end hardware, and what I have to say is, DotA 2 punishes hard low-end hardwares who can only reach it’s minimun requisitions, and rewards only high-end hardwares. To achieve a playable game in low-end hardwares, you have to give up a lot.

My impression is, DotA is a very heavy game without SSD, you can’t really keep it opened without it being a suffering to start a game without it lagging or giving black screen for players. But, Valve seems very aware of that aspect and brings some comeback funtionalities, like the pause system which is very helpful in case your game crashes.

It’s important to say thou that every fix I found it was because of foruns like reddit, not because Valve had a group to deal with it. You can try it via Steam, but you’ll receive mostly random automatic messages.

– League of Legends

I experience a few hardware problems with League, which is frustrating considering it’s not ok to face hardware problems in a light game if you have a high-end hardware like I do. I had black screen, the game not loading properly and loading during the matches. It is very playable thou, and I heard very little complaints from other players.

Riot thou gives you an option to talk to them, and, unlikely Valve, they give you a decent response. Riot tries their best to solve your hardware problem and won’t cease communication unless they feel like something is done, which is, at least, the experience I had. Once I fixed the game, I didn’t face any other problem.

  • 2 – Gameplay

2.1. Aspects shared between both games

Since we’re talking about 2 MobA’s, naturally they have similar gameplay. But, for me, DotA and League gameplay can only be trully measured between their differences, mostly because they’re insanely huge

Both games features an Arena with 2 bases, each base configuring a team, each team with 5 players who can choose between a wide pool of heroes. Each player have to choose between 1 of 3 lanes, bot, mid and top, and can also play in the jungle, featuring neutral units. Both games features big objectives around the river that splits the map, and both game are heavily team-based.

2.2. DotA 2 gameplay

First things first, even thou the games share similarities, DotA 2 is way more richier and complex than League. I’m talking here about basics aspects needed to play a decent game (farming mechanism, itens usage, objectives, position, etc) not complex ones (micro, abilities, retreat mechanisms, roshan steal. etc)

I think it’s important to give emphasis to the rich part, because, even you DotA is complex, it’s complexity adds to the game, making it more fun and impressive. A lot of people blame DotA’s fail for it’s complexity, I think that’s where DotA is succesful.

DotA has a way less objectives than League thou. The most important thing is to destroy enemies base, the second one is to kill Roshan. That’s about it, the rest is up to your team to work around to make these objectives possible.

Some of the exclusive DotA 2 mechanics are: avoiding skills and ranged attacks with blink, complex micro skills, creep deny, body block, complex fog usage, high ground/low ground mechanics, and many others that I think you guys can point better than me.

DotA also features voice chat, which is a very important aspect of the gameplay and makes the teamplay very interesting

This is something that I’d like to elaborate on more later, but I think it’s important to say that every gameplay aspect is free, but some live gameplay tips aspects are available through paid content (dota plus and battle pass)

2.3. League of Legends gameplay

League mechanism is based less on complexity and more on instant results. I’m note sure how can I explain it, but League gameplay is way faster and immediate than DotA’s. Using skills, hitting, fighting, everything hits instantly, making it a fast paced game that requires constant attention because a lot can go on in a second

Here I’ll try to demistify that LoL is a basic game. Actually, it feels very full of information because heroes appears out of nowhere, they can jump long distances and there’s no animation time for most of the skills. Also, the map is way smaller than DotA’s map, so heroes can move from one lane to another in a matter of seconds. Plus, the jungle position is a fixed position in League, so every lane can be ganked and the game features a bunch of objectives. From minute 1 you can steal enemies Blue/Red buffs, from minute 3 you can kill these crabs that gives you vision, from minute 4 you can fight for Dragon buffs, from minute 6 you can fight Harold, later on you can fight Baron and the drags keep respawning and changing.

League doesn’t feature many of the complex mechanics from dota, but the game requires a big understanding of the heroes, since you can easily be punished for not knowing the enemy potential, your own hero potential or your teammates potential. It’s hard to work around things you don’t understand yet, but you can easily understand your own hero since the game hardly features any really hard mechanic, except for few heroes like Aphelios.

It’s important to say that League values the animations (no heroes animation, like DotA have. What I mean here is the beauty and graphics of the skills) a lot, so even if a skill is basic, it features a lot of explosions, light, text and lots of stuff to make it interesting.

3. Conclusions about gampelay

What I can say, as a player, is that DotA 2 gameplay values rewarding you for patience, skill and knowledge, and League gameplay values rewarding you for instant results, fast-paced mechanics and beautiful animations.

By that I don’t mean that one aspect can’t be seem on the other game, it’s just a general impression of how things work

  • 3 – Additional Content (Game enhancements and cosmetics)

– DotA 2

DotA 2 main additional features are heroes cosmetics, map cosmetics, sound effects, voice lines and DotA plus. Each year for 4 months it also features the battle pass, with a bunch of new cosmetics. DotA 2 cosmetics are very pricy and they have a big range of quality – from extremely ugly to extremely beautiful. Mostly cheap cosmetics make little difference or even make the hero worse, but it can be balanced because you can mix cosmetics.

Mostly, these cosmectics are random and have no theme at all, except for the Battle Pass cosmetics that will bring specific themes, but they’re not necessarily followed. Arcana’s are considered the most important hero cosmetic, but it doesn’t make them necessarily beautiful (Lina’s Arcana, for an example)

DotA 2 content can be acquired by real money in Steam, and can also be sold and bought by players.

Cosmeticwise, DotA can bring a lot of joy with beautiful voice lines, beautiful animations and graphics. It may require thou a lot of money to reach this quality, since a full equiped hero with their prettiest itens can cost more than $1000. Also, by buying cosmetics you can support the competitive scenario, which feels great since DotA is a pretty competitive game.

But you can acquire decent cosmetics for $10 or so, there’s no real lore connection or something, you can just make it to your own personal taste.

Game enhancements are available mostly trough DotA Plus, a paid content that needs to be renewed monthly. Even thou it’s price, it brings very fun content for hero upgrade. It doesn’t feature a lot of new content thou, it feels very static and is bad if you consider it a long term investiment.

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The last thing I’d like to mention is that DotA features some graphic improvements content, like Vulkan.

In general, DotA is a very expensive game for cosmetics, but when the game is at it’s peak, you feel ok and even good about it. For such a complex game, it’s very unfriendly for new players to feature gameplay enhancements for money. Also, new additional content is very unpredictable, you’re never really sure when it’s coming .

– League of Legends

League main additional content features mostly heroes, battle pass, blitz and skins. Unlike DotA, League heroes are not free, you need to buy them with Blue Shards, which is given to you by playing the game or you can buy it. League skins cannot be mixed between each other, so one skin present you with a full hero change. League has no real cheap content like DotA, but it also doesn’t feature any really expensive content. Even the ugliest and oldest skins requires a bunch of money that doesn’t make it worth, but the most beautiful cosmetics are very accesible.

League coins are called RP, and they’re required to get any paid content in the game, which can only be sold by Riot. You can’t buy it with straight real money.

League also features way more cosmectics than DotA for a more accesible price, but it’s graphics limitation can make it less impressive too. Still, even the most casual player will feel okay spending money in the game, cause for a few bucks you can acquire a very nice reward.

League’s Dota Plus, which is blitz, is a game enhancer platform that is free and features way more content than Dota Plus. Blitz will tell you win rate, will chance your spell, recommend runes and specific builds that can be change straight at your draft with little to no delay. It feels like a well thought software that make the new player experience extremely pleasant.

League heroes are not free. Actually, League heroes are very expensive/hard to get if you’re not willing to pay for it. Heroes can be bought with blue shard, acquired through playing the game, opening chests, watching the competitive or battle pass. Heroes can also be bought with the paid

League is also very active on social media. They have big events, big announcements and a very well organized agenda, unlikely DotA, featuring even a girl band from the game with huge artists.

Battle Pass is featured almost monthly, they’re not as polished as Valve’s BP, but they reward you with really rare content

In general, League doesn’t feature any expensive content, except for heroes. DotA has content with lower price, but League is not even close to reach the most expensive contents for DotA. The game brings additional content almost everyday.

  • 4 – Player Experience (toxicity, trolls, company involvement, updates, communication, etc)

Here I’ll talk mostly about how the game is handled and how the player feels playing the game.

I’ll start with this: Riot is a company that cares way more about players than Valve. Riot also cares a lot about making the game alive, while Valve cares mostly about a very specific feud that are Tier 1 competitive players.

– DotA 2

In general, DotA player experience is very frustrating. The game features a huge number of smurfs, booster, toxic and problematic players that can easily go unpunished with being literally a piece of trash. DotA features a limited report system that doesn’t really work. It punishes mostly for number of reports and not for wrong actions.

Every year the game loses players, making the player experience even more frustrating because you end up playing with the same players every match, long queues, and an avoid list that is paid. So, having a fun game can be very hard sometimes, playing for fun or not knowing yet how to play as a high skilled player is punished way harder than for being toxic or wrong.

Matchmaking can also be very frustrating. Acquiring tickets to play make it even more frustrating, it makes you play lanes and functions you don’t really want/know to and be punished hard by it.

Also, DotA has little updates to every aspect. Small gameplay patches come every 2-3 months and balances little to nothing, and big gameplay patches come twice a year and will hardly change until the next big update. Battle Pass only come once a year, and only the competitive scenario have fixed dates for what’s about to happen, which has been changed due to Covid, making even the competitive scenario an unstable enviroment.

Also, Valve cares little to nothing about it’s player base. They work mostly around tier 1 players, with long gaps between updates and updates that only values few players. Also, Valve has no communication with players, making it a very unreliable game. They don’t really announce when new content will be released, they’ll, at best, give you a gap between more than a month for it to be released, and it’s not sure that they’ll respect this release date.

New player experience is even worse. Valve started to release some new content for new player experience, but it seemed more focused on identifying smurfs and sending them to higher ranks than really introducing players.

– League of Legends

In general, League player experience is ok. But content and communication is where League really shines. The game features a lot of content that is applied constantly, and punishes hard toxic and problematic players. League has, thou, a similar problem with smurfs and boosters.

League punishes problematic players, has an unlimited report system and an insanely huge player base.

League features a lot of updates in every aspect. At least once a month a patch is launched, there’s new heroes every now and then and thematic battle pass release.

New player experience is decent, but not great. The game makes you play a very boring tutorial, which is ok I guess if you’re a REAL new player, but it informs little to nothing about some of the basic mechanism. Still, it tells a bunch to get you ready to play the game.

League has a fixed matchmaking and you can find matches really fast, except for high rank players, which suffer from the same problem DotA does: long queues.

Riot communication skill is great. They have release dates for contents that’ll not come until next year, they pre-release patches and heroes, their tickets work and they’ll answer them in most of the cases. Following Riot social media is great, they’ll share player content/art, inform important things and share lore content.

  • Competitive Scenario / Ranked System

– DotA 2

Competitive Scenario is where DotA really shines. DotA competitive scene is amazing, it features a huge amount of content and is highly expected by the community. It’s the biggest competitive scenario for a game and for a reason, watching it feels great and I don’t think I need to make a huge case about it.

The Internatiol is the best single game event. Period. Since this a DotA group, I won’t make a case about it, ya’ll know how it works.

Whoever follow DotA, knows that from the beggining it’s a great game to watch. Professional teams make it a whole new experience

DotA Ranked system, thou, isn’t as perfect as it’s professional scenario. It features a bunch of problems, feels unbalanced, has long queues, toxicity, smurfs and boosters. It has been recently updated and improved, but still, doesn’t feel next to great. Considering DotA was released back on 2012, I can assume that Valve had more than enough that to manage things, but seems like they’re not that interested. it also features a huge number of smurfs and boosters.

Medal system was a huge update, but not enough. DotA is a game that needs to value their ranked system because it’s based around it’s competitive scenario. Withou a decent ranked system, people tend to leave the game.

One last thing to be said is that DotA is way more balanced than most online games in general. Still, the amount of time between updates make it frustrating because you can’t unveil much after some time, and some broken features will be abused.

– League of Legends

League competitive scenario is decent, but feels flat in comparison to DotA. Here is where I can’t make a case for League. Honestly, watching League competitive scenario feels boring and low on emotion. I can’t really make what’s wrong with it, maybe I’m used to DotA’s competitive scenario, but the connection with the competitive isn’t as important for players in League

League values their competitive players way more than DotA, thou. I say this because they don’t value only tier 1-2 teams, they have a huge competitive scene even for begginers and tier 5-3 teams. Still, I guess it’s easier to value a competitive scenario that isn’t as rich as Dota’s scenario.

League ranked system is good to great. It can be frustrating sometimes, but I think it’s part of playing ranked. The most controversial feature is about to be removed, which is the Best of 3, so I guess there’s little to say about it. What can make the Ranked poor is the amount of smurfs and booster, specially for Flex Ranked.

League is insanely unbalanced, but it adds fun to the game. Maybe rankeds don’t feel that bad for League because the game itself doesn’t want to be balanced, it features a lot of broken heroes with instant kill mechanics, impossible match ups and broken heroes. It still more rotative than DotA thou, since the meta changes a lot.

  • Final Considerations

Basically, what I have to say is: DotA is the better game, but League is way more fun.

I have no doubt that at it’s peak, DotA 2 beats LoL in almost every aspect. Right now thou, League features a more friendly player experience, which matters a lot.

The difference between how Valve works and how Riot works it insane, following and playing LoL, casual or competitive, feels way more right, less stressful and more dynamic than DotA.

DotA feels like a great game that was just released and needs a day one patch to fix some fundamental stuff, while LoL goal is just to be fun.

League success is most result of Riot’s work, while DotA decline is most result of Valve’s work

It saddens me because DotA has the potential, it even reached the top once, but it feels like a dying game with no player experience that is worth. Battle pass was expensive, it featured some busted mechanics like Crystal Maiden wheel shitty 10 cents set, a gap of content between levels, a huge gap between the release of contents. League pass is way cheaper. It it also less complex, but it also rewards you a lot, it’s like that year when we had Siltbreaker and could sell our treasures for a high price.

These considerations are about right now. They don’t represent the past DotA or past LoL. I welcome everyone to correct me where I’m wrong and add your perception too. This is not about dashing or flaming every other game

So, last but not least: I’m not a native english speaker and I’m not going over it all to correct stuff. So, if you can, point me mistakes so I can correct them.

Thank you 🙂


[DOTA 2] Na’Vi.GeneRaL the TIDEHUNTER [OFFLANE] [7.30e]


Dota 2 Na’Vi.GeneRaL play TIdehunter Full Gameplay
Dota 2 is a multiplayer online battle arena (MOBA) video game developed and published by Valve. The game is a sequel to Defense of the Ancients (DotA), which was a communitycreated mod for Blizzard Entertainment’s Warcraft III: Reign of Chaos and its expansion pack, The Frozen Throne. Dota 2 is played in matches between two teams of five players, with each team occupying and defending their own separate base on the map. Each of the ten players independently controls a powerful character, known as a \”hero\”, who all have unique abilities and differing styles of play. During a match, players collect experience points and items for their heroes to successfully defeat the opposing team’s heroes in player versus player combat. A team wins by being the first to destroy the other team’s \”Ancient\”, a large structure located within their base.
match: 6274101457
Victor \”GeneRaL\” Nigrini is a Ukrainian professional Dota 2 player who is last playing for Natus Vincere on a trial basis. (liquipedia) https://liquipedia.net/dota2/GeneRaL
follow GeneRaL Stream : https://www.twitch.tv/generalqw
Thanks for watching this video and enjoy this video 🙂
Please support me by your like, comment, share, and subscribe
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dota2 GeneRaL dota2gameplay navi natusvincere offlane tidehunter

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูความรู้เพิ่มเติมที่นี่

[DOTA 2] Na'Vi.GeneRaL the TIDEHUNTER [OFFLANE] [7.30e]

[DOTA 2] Na’Vi.GeneRaL the NATURE’S PROPHET [OFFLANE] [7.30e] [3]


Dota 2 Na’Vi.GeneRaL play Nature’s Prophet Full Gameplay part 3
Dota 2 is a multiplayer online battle arena (MOBA) video game developed and published by Valve. The game is a sequel to Defense of the Ancients (DotA), which was a communitycreated mod for Blizzard Entertainment’s Warcraft III: Reign of Chaos and its expansion pack, The Frozen Throne. Dota 2 is played in matches between two teams of five players, with each team occupying and defending their own separate base on the map. Each of the ten players independently controls a powerful character, known as a \”hero\”, who all have unique abilities and differing styles of play. During a match, players collect experience points and items for their heroes to successfully defeat the opposing team’s heroes in player versus player combat. A team wins by being the first to destroy the other team’s \”Ancient\”, a large structure located within their base.
match: 6280191028
Victor \”GeneRaL\” Nigrini is a Ukrainian professional Dota 2 player who is currently playing for Natus Vincere on a trial basis. (liquipedia) https://liquipedia.net/dota2/GeneRaL
follow GeneRaL Stream : https://www.twitch.tv/generalqw
Steam Video Policy : https://store.steampowered.com/video_policy
Thanks for watching this video and enjoy this video 🙂
Please support me by your like, comment, share, and subscribe
dota2 GeneRaL dota2gameplay navi natusvincere offlane naturesprophet

[DOTA 2] Na'Vi.GeneRaL the NATURE'S PROPHET [OFFLANE] [7.30e] [3]

Natus Vincere vs PuckChamp, DPC EEU 2021/22, bo3, game 1 [CrystalMay \u0026 Jam]


Natus Vincere (VTune, No[o]ne, GeneRaL, ALOHADANCE, Solo)
vs
PuckChamp (Krylat, young G, Malik, Astral, Dukalis)
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Natus Vincere vs PuckChamp, DPC EEU 2021/22, bo3, game 1 [CrystalMay \u0026 Jam]

Dota 2 Tips – Offlane Hero Strategies with NaVi GeneRaL


Watch as GeneRal of NaVi shares DOTA2 tips and how his transition from midlaner to an aggressive offlaner has helped his team. He also talks on how he has increased his champion pool from Batrider, Shaker, and Furion to adding Beastmaster, Dark Seer and Legion. See how the latest 7.00 patch has changed things for him and other offlaners and what he hopes the next patch does for the game.
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Dota 2 Tips - Offlane Hero Strategies with NaVi GeneRaL

[DOTA 2] Na’Vi.GeneRaL the VOID SPIRIT [OFFLANE] [7.30e]


Dota 2 Na’Vi.GeneRaL play Void Spirit Full Gameplay
Dota 2 is a multiplayer online battle arena (MOBA) video game developed and published by Valve. The game is a sequel to Defense of the Ancients (DotA), which was a communitycreated mod for Blizzard Entertainment’s Warcraft III: Reign of Chaos and its expansion pack, The Frozen Throne. Dota 2 is played in matches between two teams of five players, with each team occupying and defending their own separate base on the map. Each of the ten players independently controls a powerful character, known as a \”hero\”, who all have unique abilities and differing styles of play. During a match, players collect experience points and items for their heroes to successfully defeat the opposing team’s heroes in player versus player combat. A team wins by being the first to destroy the other team’s \”Ancient\”, a large structure located within their base.
match: 6289721289
Victor \”GeneRaL\” Nigrini is a Ukrainian professional Dota 2 player who is currently playing for Natus Vincere on a trial basis. (liquipedia) https://liquipedia.net/dota2/GeneRaL
follow GeneRaL Stream : https://www.twitch.tv/generalqw
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dota2 GeneRaL dota2gameplay navi natusvincere offlane voidspirit

[DOTA 2] Na'Vi.GeneRaL the VOID SPIRIT [OFFLANE] [7.30e]

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