[Update] Dota 2 Game Events · Overwolf | dota 2 events – Vietnamnhanvan

dota 2 events: นี่คือโพสต์ที่เกี่ยวข้องกับหัวข้อนี้

Please read the overwolf.games.events documentation page to learn how to use Overwolf game events.

NỘI DUNG BÀI VIẾT

Game ID

7314

Sample Apps

Available Features

Game events status

It is highly recommended to communicate errors and warnings to your app users.

Check here the game events status. OR – easily check the game events status from your app, using our API.

Info Updates

keyCategoryValuesNotesSince GEP Ver.

gep_internalgep_internalLocal + Public version numberSee notes143.0

gep_internal note

Data Example:

{

"info"

:{

"gep_internal"

:{

"version_info"

:

"{"

local_version

":"

157.0

.1

","

public_version

":"

157.0

.1

","

is_updated

":true}"

}},

"feature"

:

"gep_internal"

}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

game_state_changed

  • game_state
  • match_state
  • match_id
  • player_steam_id

See notes77.3

game_state_changed note

  • game_state – Can be ‘playing’, ‘idle’ or ‘spectating’. Idle is when there isn’t a game being played or spectated.
  • match_state – The internal match state. See ‘match_state_changed’ event for more info.
  • match_id (not available for ‘idle’): The id of the match.
  • player_steam_id (not available for ‘idle’): Steam id of the local player.

Fired when:

The user starts playing, begins spectating or stops playing. Note that simply bringing up the menu is not enough to trigger the ‘idle’ event – an active game (played or spectated) must be closed.

Data Example:

{

"events"

:[{

"name"

:

"game_state_changed"

,

"data"

:

"{"

game_state

": "

playing

", "

match_state

": "

DOTA_GAMERULES_STATE_INIT

", "

match_id

": "

", "

player_steam_id

": "

76561197971316549

", "

player_team

": "

radiant

"}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

match_state_changedCheck notesSee notes77.3

match_state note

Event Data:

match_state – One of the following:

  • DOTA_GAMERULES_STATE_WAIT_FOR_PLAYERS_TO_LOAD
  • DOTA_GAMERULES_STATE_HERO_SELECTION
  • DOTA_GAMERULES_STATE_PRE_GAME
  • DOTA_GAMERULES_STATE_GAME_IN_PROGRESS
  • DOTA_GAMERULES_STATE_POST_GAME
  • DOTA_GAMERULES_STATE_TEAM_SHOWCASE

Event data example:

{

"events"

:[{

"name"

:

"match_state_changed"

,

"data"

:

"{ "

match_state

": "

DOTA_GAMERULES_STATE_HERO_SELECTION

"}"

}]}

Fired when:

The internal game match state has changed.

  • DOTA_GAMERULES_STATE_WAIT_FOR_PLAYERS_TO_LOAD – Shown during the pre-game “Waiting for loaders” screen.
  • DOTA_GAMERULES_STATE_HERO_SELECTION – Shown during the hero selection screen.
  • DOTA_GAMERULES_STATE_PRE_GAME – Shown when the game begins, before the battle horn is heard.
  • DOTA_GAMERULES_STATE_GAME_IN_PROGRESS – Shown when the horn sounds to open the match.
  • DOTA_GAMERULES_STATE_POST_GAME – Shown during the post-game screen.
  • DOTA_GAMERULES_STATE_TEAM_SHOWCASE

Events

EventEvent DataFired WhenNotesSince GEP Ver.

match_detectedCheck notesSee notes77.3

match_detected note

This feature is not available at the moment

Event Data:

  • gameMode – One of the supported game modes.
  • playersInfo – An array of 10 players’ information with the following fields:
    • faction – Radiant/Dire
    • isLocalPlayer – True if this is the local player’s information, false otherwise.
    • playerIndex – The index of this player (0 – 9, left to right).
    • steamId – Steam Id of the player.

Fired when:

As soon as 10 players have accepted a match, right after the ‘accept’ button is clicked by all.
Supported game modes:

  • AllPick
  • AllPickRanked
  • SingleDraft
  • RandomDraft
  • AllRandom
  • LeastPlayed
  • LimitedHeroes
  • CaptainsMode
  • CaptainsDraft

Events

EventEvent DataFired WhenNotesSince GEP Ver.

daytime_changedCheck notesSee notes77.3

daytime_changed note

Event Data:

  • daytime – True if it is current day time, false otherwise.
  • clock_time – The amount of seconds from when the game clocked shows (0:00). It can be negative during the Pre-Game phase.
  • nightstalker_night – True if it is currently a Night Stalker ultimate night.

Fired when:

The game transitions between day time and night time.

Data Example:

{

"events"

:[{

"name"

:

"daytime_changed"

,

"data"

:

"{ "

daytime

": true, "

clock_time

": -89, "

nightstalker_night

": false}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

clock_time_changedSame as ‘map_daytime_changed’.Fired every second77.3

clock_time_changed note

{

"events"

:[{

"name"

:

"clock_time_changed"

,

"data"

:

"{ "

daytime

": true, "

clock_time

": -89, "

nightstalker_night

": false}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

ward_purchase_cooldown_changedCheck notesFired every second where wards are on cooldown.See notes77.3

ward_purchase_cooldown_changed note

Event Data:

  • ward_purchase_cooldown – The remaining store cooldown in seconds before a ward is available for purchase again.

Data Example:

{

"events"

:[{

"name"

:

"ward_purchase_cooldown_changed"

,

"data"

:

"{"

ward_purchase_cooldown

":128}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

match_endedradiant/direWhen an ancient is destroyed and the game ends.See notes77.3

match_ended note

{

"events"

:[{

"name"

:

"match_ended"

,

"data"

:

"{ "

winner

": "

radiant

"}"

}]}

kill

Events

EventEvent DataFired WhenNotesSince GEP Ver.

killCheck notesWhenever the player kills an enemy hero.See notes77.3

kill note

Event Data:

{

"events"

:[{

"name"

:

"kill"

,

"data"

:

"{ "

kills

": 10, "

kill_streak

": 7, "

label

": "

kill

"}"

}]}
  • kills – The total number of kills the player has.
  • kill_streak – The current number of hero kills without dying, denying oneself to neutral creeps does not reset this counter.
  • label – the type of kill (kill/double_kill/triple_kill/ultra_kill/rampage)

assist

Events

EventEvent DataFired WhenNotesSince GEP Ver.

assistassists – The total number of assists the player has.Whenever the player assists in a kill of an enemy champion.See notes77.3

assist note

Data Example:

{

"events"

:[{

"name"

:

"assist"

,

"data"

:

"{"

assists

": 1}"

}]}

death

Events

EventEvent DataFired WhenNotesSince GEP Ver.

deathdeaths – The total number of deaths the player has.Whenever the player dies.See notes77.3

death note

Data Example:

{

"events"

:[{

"name"

:

"death"

,

"data"

:

"{"

deaths

":1}"

}]}

cs

Events

EventEvent DataFired WhenNotesSince GEP Ver.

csCheck notesWhenever the player last hits/denies non-champion units that grant creep score.See notes77.3

cs note

Event Data:

  • last_hits – The total amount of last hits (not denies) the player has.
  • denies – The total amount of denies the player has.
  • type – last_hits/deny.

Data Example:

{

"events"

:[{

"name"

:

"cs"

,

"data"

:

"{"

last_hits

": 1,"

denies

":0,"

type

":"

last_hit

"}"

}]}

xpm

Events

EventEvent DataFired WhenNotesSince GEP Ver.

xpmxpm – The current Experience Per Minute value.Whenever the XPM changes.See notes77.3

xpm note

Data Example:

{

"events"

:[{

"name"

:

"xpm"

,

"data"

:

"{ "

xpm

": 250}"

}]}

gpm

Events

EventEvent DataFired WhenNotesSince GEP Ver.

gpmgpm – The current Gold Per Minute value.Whenever the GPM changes.77.3

gpm note

Data Example:

{

"events"

:[{

"name"

:

"gpm"

,

"data"

:

"{ "

gpm

": 363605184}"

}]}

gold

Events

EventEvent DataFired WhenNotesSince GEP Ver.

goldCheck notesWhenever gold changes.See notes77.3

gold note

  • gold – Total current gold.
  • gold_reliable – Reliable gold part.
  • gold_unreliable – Unreliable gold part.

Data Example:

{

"events"

:[{

"name"

:

"gold"

,

"data"

:

"{ "

gold

": 10599, "

gold_reliable

": 0, "

gold_unreliable

": 10599}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_leveled_uphero_level – The current hero level.Whenever the player levels up.See notes77.3

hero_leveled_up note

Data Example:

{

"events"

:[{

"name"

:

"hero_leveled_up"

,

"data"

:

"{ "

hero_level

": 30}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_respawnedN/AWhenever the player respawns. This is also true when buying back.See notes77.3

hero_respawned note

Currently this event is NOT supported.

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_buyback_info_changedCheck notesSee notes77.3

hero_buyback_info_changed note

Event Data:

  • buyback_cost – Gold cost to buyback
  • buyback_cooldown – Cooldown remaining for buyback to become available

Fired when:

Every 4 seconds and every level-up, since buyback cost is affected by game time and player level. It will also be called every second when buyback is on cooldown.

Data Example:

{

"events"

:[{

"name"

:

"hero_buyback_info_changed"

,

"data"

:

"{ "

buyback_cost

": 8541, "

buyback_cooldown

": 0}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_boughtbackbuyback_cooldown – The cooldown remaining for buyback to become available.Whenever the player buys back.See notes77.3

hero_boughtback note

Data Example:

{

"events"

:[{

"name"

:

"hero_boughtback"

,

"data"

:

"{}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_health_mana_infoCheck notesWhenever either of the players mana, health, max mana or max health changes.See notes77.3

hero_health_mana_info note

Event Data:

  • health – Current health.
  • max_health – Current maximum health.
  • mana – Current mana.
  • max_mana – Current maximum mana.

Data Example:

{

"events"

:[{

"name"

:

"hero_health_mana_info"

,

"data"

:

"{ "

health

": 2620, "

max_health

": 2620, "

mana

": 711, "

max_mana

": 711}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_status_effect_changedCheck notesWhenever any of these effects changes.See notes77.3

hero_status_effect_changed note

Event Data:

  • silenced – True if the player is silenced, false otherwise.
  • stunned – True if the player is stunned, false otherwise.
  • disarmed – True if the player is disarmed, false otherwise.
  • magicimmune – True if the player is magic immune, false otherwise.
  • hexed – True if the player is hexed, false otherwise.
  • muted – True if the player is muted, false otherwise.
  • break – True if the player is broken, false otherwise.
  • has_debuff – True if the player is affected by any debuff, false otherwise.

Data Example:

{

"events"

:[{

"name"

:

"hero_status_effect_changed"

,

"data"

:

"{ "

silenced

": true, "

stunned

": false, "

disarmed

": false, "

magicimmune

": false, "

hexed

": false, "

muted

": false, "

break

": false, "

has_debuff

": false}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_attributes_skilledattributes_level – The current level of the player’s attributes.Whenever the player skills up his attributes.77.3

hero_attributes_skilled note

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_ability_skilledCheck notesWhenever the player skills up an ability.See notes77.3

hero_ability_skilled note

  • slot – The index of the ability slot (0 – 5, left to right)
  • name – The name of the ability.
  • level – The current level of the ability.
  • can_cast – True unless the ability is not skilled, there’s not enough mana to cast it, the player is silenced, or is on cooldown.
  • passive – True if the ability is passive.
  • ability_active – Unknown, TBD.
  • cooldown – Remaining cooldown until the ability is ready to cast.
  • ultimate – True if the ability is an ultimate ability.

Data Example:

{

"events"

:[{

"name"

:

"hero_ability_skilled"

,

"data"

:

"{ "

slot

": 1, "

name

": "

sven_great_cleave

", "

level

": 1, "

can_cast

": false, "

passive

": true, "

ability_active

": true, "

cooldown

": 0, "

ultimate

": false}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_ability_usedSame as ‘hero_ability_skilled’Whenever the player uses an ability.See notes77.3

hero_ability_used note

Data Example:

{

"events"

:[{

"name"

:

"hero_ability_used"

,

"data"

:

"{"

slot

":0,"

name

":"

sven_storm_bolt

","

level

":4, "

can_cast

":false,"

passive

":false,"

ability_active

":true,"

cooldown

":7,"

ultimate

":false}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_ability_cooldown_changedSame as ‘hero_ability_skilled’Whenever an ability’s remaining cooldown is changed.See notes77.3

hero_ability_cooldown_changed note

Data Example:

{

"events"

:[{

"name"

:

"hero_ability_cooldown_changed"

,

"data"

:

"{ "

slot

": 3, "

name

": "

sven_gods_strength

", "

level

": 3, "

can_cast

": false, "

passive

": false, "

ability_active

": true, "

cooldown

": 59, "

ultimate

": true}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_ability_changedSame as ‘hero_ability_skilled’Whenever an ability’s name changes.See notes77.3

hero_ability_changed note

Currently this event is NOT supported.

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_item_cooldown_changedCheck notesWhenever an item’s remaining cooldown is changed.See notes77.3

hero_item_cooldown_changed note

Event Data:

  • slot – The index of the item slot (0 – 5, top row from the left to bottom row from the right)
  • location – hero/stash
  • name – The name of the item
  • passive – True if the item is passive
  • can_cast – True unless there’s not enough mana to use the item, the player is muted, or when the item is on cooldown. (only when passive = false)
  • cooldown – The remaining cooldown until the item is ready to be used. (only when passive = false)
  • charges – The remaining charges of the item (only when passive = false and where item can be charged)

Data Example:

{

"events"

:[{

"name"

:

"hero_item_cooldown_changed"

,

"data"

:

"{ "

slot

": 3, "

location

": "

hero

", "

name

": "

item_mask_of_madness

", "

can_cast

": false, "

passive

": false, "

cooldown

": 16, "

charges

": null}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_item_changedCheck notesSee notes77.3

hero_item_changed note

Currently this event is NOT supported.

Event Data:

  • slot – The index of the item slot (0 – 5, top row from the left to bottom row from the right)
  • location – hero/stash
  • name – The name of the item.
  • passive – True if the item is passive.
  • can_cast – True unless there’s not enough mana to use the item, the player is muted, or when the item is on cooldown. (only when passive = false)
  • cooldown – Remaining cooldown until the item is ready to be used again (only when passive = false)
  • charges – Remaining charges of the item (only when passive = false and where item can be charged)

Fired when:

Whenever the item name in some hero/stash slot changes. This would mean that swapping items will trigger 2 events, one for each item.

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_item_usedSame as ‘hero_item_changed’Whenever an item is used – Essentially this is when the item goes on cooldown.See notes77.3

hero_item_used note

Data Example:

{

"events"

:[{

"name"

:

"hero_item_used"

,

"data"

:

"{ "

slot

": 0, "

location

": "

hero

", "

name

": "

item_blink

", "

can_cast

": false, "

passive

": false, "

cooldown

": 15, "

charges

": null}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_item_consumedSame as ‘hero_item_changed’Whenever an item’s charges decreases.See notes77.3

hero_item_consumed note

Data Example:

{

"events"

:[{

"name"

:

"hero_item_consumed"

,

"data"

:

"{ "

slot

": 1, "

location

": "

hero

", "

name

": "

item_tango

", "

can_cast

": true, "

passive

": false, "

cooldown

": 0, "

charges

": 4}"

}]}

Events

EventEvent DataFired WhenNotesSince GEP Ver.

hero_item_chargedSame as ‘hero_item_changed’Whenever an item’s charges increases.See notes77.3

hero_item_charged note

Data Example:

{

"events"

:[{

"name"

:

"hero_item_charged"

,

"data"

:

"{ "

slot

": 0, "

location

": "

hero

", "

name

": "

item_ward_observer

", "

can_cast

": true, "

passive

": false, "

cooldown

": 0, "

charges

": 2}"

}]}

Info Updates

keyCategoryValuesNotesSince GEP Ver.

pseudo_match_idmatch_infoThe current match’s ID code.See notes130.0
game_modematch_infoType of mode that is currently playedSee notes171.1

pseudo_match_id note

Data Example:

0c0ea3df-97ea-4d3a-b1f6-f8e34042251f

game_mode note

Data Example:

{

"info"

:{

"match_info"

:{

"game_mode"

:

"{"

lobby_type

": "

DOTA_lobby_type_name_custom_lobby

" , "

game_mode

" : "

NONE

"}"

}},

"feature"

:

"match_info"

} {

"info"

:{

"match_info"

:{

"game_mode"

:

"{"

lobby_type

": "

DOTA_lobby_type_name_custom_lobby

" , "

game_mode

" : "

GameMode_AllPick

"}"

}},

"feature"

:

"match_info"

} {

"info"

:{

"match_info"

:{

"game_mode"

:

"{"

lobby_type

": "

DOTA_lobby_type_name_custom_lobby

" , "

game_mode

" : "

GameMode_Turbo

"}"

}},

"feature"

:

"match_info"

}

roster

Events

keyCategoryValuesNotesSince GEP Ver.

playersrosterA string holding a JSON array of player objects.See notes77.3
bansrosterA string holding a JSON array of bans objects.See notes114.1
draftrosterA string holding a JSON array of draft objects.See notes114.1

players note

Data Example:

{

"steamId"

:

"76561198095792069"

,

"name"

:

"mladen90"

,

"pickConfirmed"

:

false

,

"hero"

:

""

,

"team"

:

2

,

"role"

:

1

,

"player_index"

:

4

}

Player object structure:

  • “steamId” – steamId string
  • “name” – player name in game
  • “teamId”
    • 2 – Radiant
    • 3 – Dire
    • 0 – Not in team
  • “heroId” – Heroes IDs (0 if still not picked)
  • “role” – role type.
    (1 – Safelane, 2 – Offlane, 4 – Midlane, 8 – Other, 16 – HardSupport, 888\any other number – Can be received during bot matchups and should be ignored)
  • “index” – player slot (int 0-9)

bans note

Data Example:

[{

"heroId"

:

"75"

,

"team"

:

"0"

},{

"heroId"

:

"14"

,

"team"

:

"0"

}]

Bans object structure:

  • “heroId” – Heroes IDs (0 if still not picked)
  • “teamId”
    • 2 – Radiant
    • 3 – Dire
    • 0 – Not in team

draft note

Data Example:

"[{"heroId": 56 , "team" : 3},{"heroId": 69 , "team" : 2},{"heroId": 101 , "team" : 2},{"heroId": 28 , "team" : 3}]"

Draft object structure:

  • “heroId” – Heroes IDs (0 if still not picked)
  • “teamId”
    • 2 – Radiant
    • 3 – Dire
    • 0 – Not in team

party

Info Updates

keyCategoryValuesNotesSince GEP Ver.

partypartyA string holding a JSON array of player objects.See notes130.0

party note

Data Example:

[{

"steamId"

:

"76561198059980868"

,

"isLeader"

:

false

,

"isCoach"

:

false

}]
  • steamId – the player’s Steam ID
  • isLeader – (bool) whether the player is the leader of the party
  • isCoach – (bool) whether the player is the coach of the party

Important note:

  • The leader can be the coach as well
  • There’s exactly one leader
  • There’s at most one coach (it’s optional)
  • This info-update is being updated for every party change

error

Info Updates

keyCategoryValuesNotesSince GEP Ver.

plugin_errorerrorThis info update fires when the plugin is not initializing for some reason.See notes133.8

plugin_error note

OBSOLETE

This event is currently NOT supported.

Data Example:

{

"feature"

:

"error"

,

"category"

:

"error"

,

"key"

:

"plugin_error"

,

"value"

:

"failed_initializing_monitor"

}

Info Updates

keyCategoryValuesNotesSince GEP Ver.

hero_poolgame_infoThe numberical ID’s of heroes that are available for picking.See notes139.0

hero_pool note

This data is available only in “Single Draft” & “Random Draft” modes in Dota.

You can find the Hero ID’s in the following link

Data Example:

{"category":"game_info","key":"hero_pool","value":"[2,4,5,7,8,16,18,20,21,22,23,27,31,32,34,35,37,38,44,47,48,49,52,53,59,64,65,67,70,71,72,74,75,81,84,85,91,92,95,98,99,100,104,105,106,109,110,113,120,121]}

me

Info Updates

keyCategoryValuesNotesSince GEP Ver.

teammeradiant / direSee notes139.0
steam_idmeID numberSee notes139.0
heromeName of the hero you’re playingSee notes139.0

me note

Event data example:

{

"info"

:{

"me"

:{

"team"

:

"radiant"

}},

"feature"

:

"me"

} {

"info"

:{

"me"

:{

"steam_id"

:

"7654654654"

}},

"feature"

:

"me"

} {

"info"

:{

"me"

:{

"hero"

:

"keeper_of_the_light"

}},

"feature"

:

"me"

}

game

Info Updates

keyCategoryValuesNotesSince GEP Ver.

game_stategamePlaying139.0
match_stategameCurrent game-state139.0

Event data example:

{

"info"

:{

"game"

:{

"game_state"

:

"playing"

}},

"feature"

:

"game"

} {

"info"

:{

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[NEW] Dota 2 Esports Tournament Overview | dota 2 events – Vietnamnhanvan

Dota 2 The International 2021 – Event Guide, History and Betting Tips

The International 2021 Preview

The International 2021 or TI10 is the final event of the Dota Pro Circuit 2020-2021 season. This year’s iteration of the event will be the first TI in over 2 years after the global pandemic caused the original TI10 to be cancelled last year. The new regional Dota Pro Circuit Format is be used to determine the twelve invites to The International. Additionally, six teams instead of eight will qualify for the event through regional qualifiers.

Ti10 is currently scheduled for Oct 7, 2021 through Oct 17, 2021 at Arena Națională in Bucharest, Romania.

The International 2021

TI10 Participants

The completion of the Dota Pro Circuit 2021 season gives us the twelve Dota 2 International 2021 teams that earned a spot at the final event:

  1. Evil Geniuses
  2. Invictus Gaming
  3. Virtus.pro
  4. Team Secret
  5. PSG.LGD
  6. Quincy Crew
  7. Vici Gaming
  8. T1
  9. Aster
  10. Alliance
  11. beastcoast
  12. Thunder Predator

The conclusion of the WePlay Animajor gave us the remaining teams that earned an invite through DPC Points. An additional 6 teams qualified for the event through the Regional qualifiers.

  1. SG e-sports (South America)
  2. Undying (North America)
  3. Elephant (China)
  4. Team Spirit (Eastern Europe)
  5. OG (Western Europe)
  6. Fnatic (Southeast Asia)

You can read about the Regional Qualifiers in the togglebox below.

TI10 Regional Qualifiers

The Dota 2 International 2021 qualifiers are set between June 23rd and July 10th across all six qualifying regions (North America, South America, Europe, CIS, Southeast Asia, China). A single open qualifiers per region will be held featuring all qualifying DPC teams. Unlike previous years, only teams that participated in the Upper DPC divisions will be eligible to participate in the qualifier.

  • North America – June 30 – July 3

    Qualifier teams: Undying, 4 Zoomers, Simply TOOBASED, Sadboys, Black N Yellow, D2 Hustlers, Arkosh Gaming, The Cut, Team DogChamp, felt, Electronic Boys, 5ManMidas

  • South America – June 23-26

    Qualifier teams: No-Ping Esports, Hokori, Team Uknown, BinoMistas, Crewmates, Inverse, OMEGA, Infamous, Furia, SG e-sports, EgoBoys, Gorillaz-Pride, LATAM Defenders, Incubus

  • Western Europe – July 7-10

    Qualifier teams: Team Liquid, Team Nigma, Tundra Esports, OG, Vikin.gg, Brame, LevelUp, Hellbear Smashers, Ghost Frogs, Team Bald Reborn, Into the Breach, No Bounty Hunter, Chiken Fighters, Hippomaniacs

  • Eastern Europe (CIS) – June 23-26

    Qualifier teams: Team Spirit, Natus Vincere, Gambit, Winstrike, Team Empire, No Techies, B8, Nemiga Gaming, Fantastic Five, PuckChamp, Prosti Esli, Trident, EXTREMUM, Team Unique

  • China – July 7-10

    Qualifier teams: EHOME, Elephant, Royal Never Give up, Aster.Aries, Sparking Arrow Gaming, Team MagMa, CDEC, Xtreme Gaming, LBZS, Phoenix Gaming

  • South East Asia – June 30 – July 3

    Qualifier teams: OB Esports x Neon, Fnatic, TNC Predator, Execration, Omega Esports, Motivate.Trust, Team SMG, Lilgun, South Built Esports, Galaxy Racer, 496 Gaming, Army Geniuses, Team Mystery, Cignal Ultra

The International 10 Prize Pool

The TI10 prize pool is mostly crowdfunded by purchasing exclusive features and legendary rewards available through the Battle Pass. With each Battle Pass sale, 25% of the sale price is added to The International 2021 prize pool. The prize pool of TI8 was $25.5M, while TI9 bosted a whopping $34,330,068 in prize funds.

The current Dota 2 International 2021 prize pool is $40,018,195. (June 7th 2021).

Important Dates:

Group Stage – October 7th – October 10th, 2021
Main Event – October 12th – October 17th, 2021

For those who would like to try a hand at Dota 2 betting we will compile a comprehensive TI10 betting guide which includes top predictions and free betting tips. If instead you are interested in Fantasy Esports you should check our Dota 2 Fantasy roster picks.

Dota 2 Betting during The International

As you can imagine, The International is thoroughly covered by dedicated esports betting sites. A wide variety of Dota 2 odds is usually offered for this event, so if you have good knowledge of Dota 2 and its professional scene, The International 2021 will be a great opportunity to put this knowledge to use.

We propose you read our complete guide on how to bet on the International.

Check out Betting Odds for the TI10

Place your Dota bets and WIN!

History

TI History & The International Dota 2

The International (or TI) is a Dota 2 world championship organized each year in Seattle by the company that owns the game, namely Valve Corporation. The event takes place at the end of summer (in August), lasts around 10 days, and brings together the best Dota 2 teams in the world.

The International has a great history behind it, being at its 8th edition this year. The first TI took place in 2011, after a shocking announcement from Valve: 16 of the world’s best teams were going to be invited at a massive Dota 2 event with a prize pool that exceeded everyone’s imagination: 1.6 million dollars.

At the time, League of Legends was becoming more and more popular and had the first-mover advantage. To level the playing field (at least to some degree), Valve needed to do something spectacular. And being a highly successful company with a billionaire founder, what better publicity stunt could they pull off other than a tournament with a massive prize pool? Natus Vincere (Na’Vi) went home with 1 million dollars after that event, tripling Ukraine’s GDP for 2011 (just kidding).

The very first edition of The International was held in Cologne, Germany, but all the others took place in the United States. And, with the exception of the second TI (which had the same prize pool as the first), every edition of The International had a prize pool considerably higher than its predecessor.

  • The International 1: $1.6 million
  • The International 2: $1.6 million
  • The International 3: $2.8 million
  • The International 4: $10.9 million
  • The International 5: $18.4 million
  • The International 6: $20.7 million
  • The International 7: $24.7 million
  • The International 8: $25.8 million
  • The International 9: $34.3 million
  • The International 10: $40.0 million

Winners of The International

A fascinating aspect regarding The International is that it has never been won twice by the same team. We’ve had 7 different winners in 7 editions so far, which is a testament to the game’s complexity. With somewhere around 750 notions and mechanics that need to be grasped in order to understand the game even at its most basic level, Dota 2 is without a doubt one of the most challenging journeys that you can embark on as an esports enthusiast.

In chronological order, these are the teams that managed to win The International”:

  • 2011: Natus Vincere
  • 2012: Invictus Gaming
  • 2013: Alliance
  • 2014: Newbee
  • 2015: Evil Geniuses
  • 2016: Wings Gaming
  • 2017: Team Liquid
  • 2018: Team OG
  • 2019: Team OG

TI Winner

Tournament invite system

Past editions of The International brought together either 16 or 18 teams. Some of these teams were directly invited based on their performance throughout the season, while the others were required to qualify.

Starting with the 2017-2018 competitive season, things have become a lot more transparent, as a professional circuit (called the Dota Pro Circuit) with tournaments and qualification points was created. At the end of the season, the top 12 (8) teams from the Dota Pro Circuit rankings will receive a direct invite to The International. The other 8 (6) teams will have to qualify.

Tournament format

The International is usually played in 2 stages. The first of these stages is called the Group Stage and it divides participants into 2 groups. Based the Group Stage results, the teams are paired up for the second stage, called the Playoffs. This second stage is played in a GLS format (double elimination bracket). This is particularly advantageous for teams that don’t manage to get the best start but are very good at adapting as they go along, because one loss doesn’t imply immediate elimination.

In 2017 for instance, Team Liquid got sent to the lower bracket rather quickly, after losing their first upper bracket match against Invictus Gaming (score 1 – 2). However, thanks to their capacity to adapt to the tournament’s meta, they ended up winning the whole event with 6 wins in a row.

Star players

Being the most important Dota 2 event of each competitive season, The International is viewed by millions of fans around the world. And since people love winners and players who display tremendous skill on the digital battlefield, it’s easy to understand why some of the people involved in this esport have attained star-like status.

Here are just a few of the names that are easily recognized by Dota 2 fans across the globe:

  • Danil “Dendi” Ishutin
  • Clement “Puppey” Ivanov
  • Sun “Aggresif” Zheng
  • Henrik “AdmiralBulldog” Ahnberg
  • Zhang “xiao8” Ning
  • Peter “ppd” Dager
  • Artour “Arteezy” Babaev
  • Kuro “KuroKy” Salehi Takhasomi
  • Amer “Miracle-” Al-Barkawi
  • Anathan “ana” Pham

Most memorable moments

The 7 editions of The International we’ve had so far created some very memorable moments. Among them, I would list the following:

  • Na’Vi winning the very first TI in 2011
  • BuLba’s Clockwerk helping Team Liquid defeat LGD Gaming at TI 3
  • Na’Vi abusing Pudge’s Fountain Hooks at TI 3
  • Alliance winning the Finals against Na’Vi at TI 3
  • EG winning TI 5 thanks to UNiVeRsE’s “6 million dollars Echo Slam”
  • Digital Chaos making it all the way to the Finals at TI 6
  • Team Liquid winning TI 7
  • Team OG winning TI8 after going through open qualifiers
  • Team OG winning TI9 with the same lineup and creating the first back-to-back Aegies claim in history

Besides these great in-game moments, The International also offered people some excellent cosplays and other cool events. In 2017, several people from OpenAI, one of Elon Musk’s companies, featured their unbeatable (at the time) AI Bot in a 1v1 match against Dendi. The Bot destroyed Dendi in that Shadow Fiend vs. Shadow Fiend series, leaving the audience in a state of shock.

The International 2020/2021

The International 2020 was slated to be held in Stockholm, Sweden. Valve announced they would cancel the event, as soon as the global COVID pandemic flared up across the globe. The decision put a stop the 2020 DPC season and also caused the traditional way of counting TIs and aligning them with the year to cease. TI10 will be held in 2021 instead, and as a result all future events will only hold a number instead of a year next to them.


СНГ ВИТЯЗИ ПРОТИВ ЧЕМПИОНОВ! | Spirit vs OG #1 (BO3) The International 10


Team Spirit vs OG Ecports bo3 PlayOff The International 2021 dota 2
Поддержи канал и подпишись: https://www.youtube.com/channel/UC05gdJTn0kDfOP49fzqbRpg?sub_confirmation=1
Смотреть The International X онлайн: https://www.twitch.tv/dota2ti_ru, https://www.dota2.com/esports/ti10/watch/13256/500/series
Game1: https://youtu.be/WlwLQ0MgXZ8
Game2: https://youtu.be/pk0xLfCtUzg
Game3:
Турнир проводится с 05 августа
Призовой фонд 40,018,195 $
The International 2021 — самый престижный турнир по дисциплине Dota 2, организованный Valve. В этом году 12 лучших команд по результатам DPC сезона и 6 победителей региональных квалификаций сразятся за титул чемпиона The International и общий призовой фонд в 40,018,195 USD, распределение призового фонда предварительное и основано на показателях The International IX. Изначально турнир должен был пройти в городе Стокгольм, Швеция, но позднее Valve опубликовала открытое письмо, в котором рассказала, что The International пройдёт в Бухаресте, Румыния.
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404 Final GrandFinal VPOG VPvsOG Ti2020 Just Error Solo Ramzes666 Размес No[o]ne Sumail Нун Сумаил Topson TopsonOG TopsonSilencer Топсон ТопснОГ Iceberg IcebergNaVi s1mple s1mpleDota СимплДота АйсбергДота АйсбергРофл СимплРофл PinnacleCup PinnacleCup2021 Pinnacle CupPinnacle Legue Пинакл ПинаклКап ПинаклДота DotaProCircuit ДотаПроЦиркут DPCSeason2021 ПРофСезон2021 Major WePlayMajor MajorWePlay WePlay Мажор Мейджор MajorDPC МажорДПС ВиплейМажор МажорДота MajorDota WePlayMajor2021

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СНГ ВИТЯЗИ ПРОТИВ ЧЕМПИОНОВ! | Spirit vs OG #1 (BO3) The International 10

The New Dota 2 Nemestice Event Game


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SingSing Dota2 Event

The New Dota 2 Nemestice Event Game

Nemestice Trailer


Arc Warden’s compass reveals a path to an allnew Event Game for Dota 2. Available free to all players during the Nemestice Battle Pass. Learn more at:
https://www.dota2.com/nemestice

Nemestice Trailer

[EN] OG vs Liquid BO5 – The International 2019 Main Event Day 6


Broadcasted live on Twitch Watch live at https://www.twitch.tv/dota2ti

[EN] OG vs Liquid BO5 - The International 2019 Main Event Day 6

BEST of SUMMER 2020 – Dota 2 Highlights TV


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