Now that you know what heroes to pick, let me tell you what their roles are, and how you should play them.
The most basic way to describe the roles that each of the 5 heroes in the game play in the professional scene is by numbering them 1-5. What this denotes is the farm priority, or what hero gets the most farm on the team. The 1-3 positions are referred to as 'Cores', or the 'Core farming roles'.
1. Carry
2. Mid
3. Offlane
4. Jungle/Support
5. Support
The roles here are a vague fit since all Dota games are different, especially at low levels. The best guideline to follow for a new player is that 3 heroes on your team should be the ones getting the last hits in the lane, and 2 heroes are supports. This usually results in 2-1-2 lanes, or 2 heroes (1 farming and 1 support) in your offlane, 1 hero soloing the mid lane, and 2 heroes in your safe lane (1 farming and 1 support).
Another typical laning strategy is to do a 2-1-1-1 lane, or 2 in your safe lane (1 farming and 1 support) 1 mid hero, 1 offlane hero, and 1 hero (your 4) in the jungle farming. There are very few heroes in Dota 2 that can jungle, so this setup is a bit rare, but it can happen. Just make sure you have at least 1 hero in every lane! Once in a while you might even encounter an aggressive trilane which is good at shutting down enemy carries, but I don't recommend that if you're new.


The most typical setup at high levels to have is the Safe Trilane, or to have 3 heroes in your safe lane. The ideal distribution of roles is to have the carry farming, one support zoning the offlane hero, and 1 support pulling continuously. Later the 2 supports can group together to gank other lanes. This strategy is a bit harder to execute at many skill levels because it's difficult to recognize what you should be doing at all times and adjusting to it correctly. If you perform a Safe Trilane incorrectly it'll often result in you losing more farm and experience than you would have if you did a 2-1-2 lane, but can profit much more if you execute it correctly.
The main benefits are that a 3-1-1 lane can counter a 2-1-2 lane. If your Carry gets pressured a lot by an aggressive dual lane, do a safe trilane and kill them multiple times with your hero advantage!
To break roles down simply for new players, the generic roles are Carries, Supports, Junglers, Offlaners and Mids. Lets talk about what each of these heroes usually do in the laning stage, mid game, and late game.
Carries
A carry is a hero that requires a lot of farm and levels to be strong because of the ways his skills synergize with his items, usually benefiting them or allowing you to farm them quicker. Once he collects the farm and levels, he can very often kill 2-3 enemy heroes by himself. To collect the farm and levels, he usually needs to be protected by all of the other heroes on his team, and generally they need to create distractions on the map and gank enemy heroes so that the carry can farm at maximum efficiency so that he can earlier win the game for his team.
In low level games, you will sometimes see multiple carries in the same lane. THIS IS A MISTAKE. You should generally have a maximum of 2 carries per team in a game. Like I mentioned before, at lower levels you will see a 2-1-2 laning setup. In these setups, it's fine to put 1 carry in each of your 2 man lanes with a support to protect them.
In the early game, a carry should focus almost entirely on getting every last hit in his lane. You should stop last hitting if you see an opportunity to save your support ally from death, or kill your opponent, since kills give you a lot of gold and experience! In the mid game, you should teleport to lanes for fights and some pushes, but otherwise continue to farm. In the late game, you should continue to farm, and group up with your team to teamfight and push.
Mid
Mid heroes can be very diverse. When you solo a lane, you get much more experience than other lanes because you are the only hero in the lane to receive it. Any dual or tri lane splits their exp equally to whoever is there, so the strength in soloing mid is that you get level 6 very fast. This means that mid heroes who are good at teamfighting or ganking are often picked. To help stay in your lane longer, many mid heroes purchase a Bottle, which is a refillable consumable regen item. It comes with 3 bottle charges, and each bottle charge refils 135 hp and 70 mana. Once it's empty, you can return to your fountain to refill it, or to save time, you can travel to a rune spot to pick up the rune which refills your bottle while storing the rune for later use.
Runes are buffs that spawn every 2 minutes in the game starting at 00:00. The best runes that can spawn are:
- Double Damage (doubles your base damage, or right click attacks for 45 seconds while active)

- Invisibility (You become invisible until you cast a spell, use an item, or 45 seconds runs out)

- Illusion (Spawns 2 illusions that look like you, take 200%/300% more damage than you (depending on if you are Melee/Ranged), do 35% of your hero's base damage, and last for 75 seconds)

- Haste (makes your hero run 522 Movement Speed(MS) and become immune to slows for 30 secs. Most heroes run ~300 MS so this is a huge speed boost)

- Regeneration (refills your hp up to 3000 and your mana to 2000. Stops if you become full or you take damage)

One of those special runes above will spawn every 2 minutes at either the top or bottom rune spot. Whichever spot doesn't have a special rune will spawn a Bounty Rune.
- Bounty (give you 50 + (5 * minute) experience and 50 + (2 * minute) gold)
The only time that a special rune doesn't spawn is at the 00:00 mark. At that point, 2 super bounty runes spawn, each giving 2x effectiveness, or 100 gold at the 0 minute mark, and 100 experience.
The reason runes are so important for mid heroes is because you can store a rune in your bottle which also refills your bottle. Since the distance to a rune is MUCH closer than going back to base, you can increase your efficiency by destroying the enemy creep wave, running to a rune to refill your bottle, and then continuing to lane your hero. Since 2 runes are spawned, you have a very good chance of refilling your bottle every 2 minutes.
If you get a strong rune like Double Damage, Haste, or Invisibility, it's sometimes smart to gank a lane with these runes, since it's easier to execute the gank being fast, invisible, or having double the damage with your right click.
As a whole, your mid heroes will perform more ganks than any of your other heroes. If one of your lanes isn't doing so well, showing up bottom for a moment will give your carry space to farm if you help him kill the enemy dual lane.
The last mid tip I'll give is that you should block your first creep wave as well as you can to give you a better position in the mid lane. Blocking your creeps means to impede their full movement by standing in front of them. This is a topic similar to creep equilibrium because one of the benefits is that your creep wave will be closer to your tower, making it harder for you to get ganked. The main benefit, however, is that your opponent will be on the lower ground, which means if he attacks up to last hit and deny, he'll have to deal with the 25% miss chance that happens with auto attacks when you attack from the low ground to the high ground. This mostly comes into play in the mid lane, so do your best to keep the creep wave close to your tower until it's time to nuke the creep wave and go secure the rune.
Blocking a Creep Wave
Offlaners
Having a solo offlane is going to be rare with a group of new players, but if you find yourself able to solo the offlane against a dual or trilane, your strategy should be to sap experience. Most heroes that play offlane become effective with just levels to unlock their ultimate, and usually don't need a lot of gold to be effective. Many offlane heroes like Centaur or Tidehunter want to purchase Blink Daggers because it makes their skills much easier to use, so getting that item immediately after boots makes your hero relevant for the rest of the game.
If the supports that are laning against you pull the creeps, it's important to disrupt them from pulling through since that will deny your gold and experience, but make sure that you watch and predict the position of the enemy heroes so that you don't get collapsed on. Your goal is essentially to be annoying by preventing them from farming at full efficiency all while gaining experience at a rapid rate and occasionally getting last hits when it is safe.
In the mid-late game you will continue farming, but mainly you should be looking to set up ganks, teamfights, and kills with your exp advantage.
Supports
Playing support is one of the most complicated roles in Dota because it requires a lot of self sacrifice, good decision making, prediction, and time management.
The supports are the players that control the early game the best because they move around the map to set up ganks, they help protect the carries from offlane heroes, they pull and push lanes and they help the mid players get runes. They do all of this without getting much in terms of exp and gold, and spend a chunk of their money on items that help protect their teammates, and help them perform better.
The first sacrifice you make is that every team needs to purchase an Animal Courier at the start of the game for 120 gold, and every team should purchase their first set of Observer wards, which when placed, become invisible, and give vision to your team in a large area. It's the supports job to purchase these items at the start of the game. At the very least, purchase the animal courier!
In the early game, a support splits their time between trying to zone offlane heroes out of exp range, setting up ganks around the map, controlling runes to help their mid player bottle them, and most importantly, pulling.
I already talked about the importance of pulling, and it's the supports job to pull creep camps. This is because the biggest gold/exp gain is in the lane, and you want your carry to have that while you get scraps from the jungle. Lets go over the proper times to pull.
The worst time to pull is when your enemy offlane is pressuring your carry. Your role as a support in the first 4 minutes of the game is to let your carry get uncontested last hits. You do not want to allow your enemy offlane hero to contest last hits, so what you need to do is to keep the offlane hero out of exp range, and thus also keeping them from last hitting. It's okay to sacrifice your time, gold and exp gain to hurt their time, gold, and exp gain, so don't be afraid to spend a minute or two chasing them from exp range!
Example of Zoning the Offlane as a Support
As you may have noticed in the video, I made sure that I wasn't standing extremely close to the enemy creep wave while I harassed my opponent. That's because if I get within 500 range of them while right clicking my opponent, the creeps will attack me instead, which is also called drawing aggro. Therefore, if you do zone the offlane hero, make sure that you put space between the creeps and your hero when you fight them, and then run away to the side when the next new wave comes in. If you draw aggro, the creeps will do damage to you that they don't do to your creep wave, and it messes up the creep equilibrium which results in their Offlane hero will getting more exp than they should.
500 Range, or the Aggro Range of Creeps
The best time to pull is when your creep wave is pushed so close to the offlane tower that it's impossible to keep them out of range of exp. To pull back the wave, you pull the creep wave (and importantly pull through) to deny your creep wave while farming the jungle for gold and experience, and then the creep equilibrium will be much closer to your tower.
If you think it's impossible to zone the offlane hero regardless of where the creep wave is, it's great to simply pull to deny your opponents of exp while getting yourself some gold/exp. Make sure that your carry won't get solo killed while you are off in the jungle, and that you don't get killed while pulling if their offlane heroes rotate over!
Throughout the entire game, supports should be buying and placing observer wards at important locations around the map. The locations change depending on many factors, but the general idea you should have is to keep wards on the perimeter of your towers and keep them in areas of the map where you expect your opponents to pass through.
If you see your enemy hero movements, you can better predict what they are doing, and take action to counter that.
For example, if you see 2 heroes run through the river towards your carry farming in the safe lane, you can teleport to that lane to anticipate the gank. If you come from the fog and initiate on the enemy heroes as they go on your carry, you can turn their 3v1 gank into a 3v2 gank, which can sometimes turn things around resulting in your kill, or AT LEAST keep your carry alive.
The best time to place observer wards is when there is downtime (no ganks, or pushes), immediately after you win teamfights, or while you are preparing to gank. Vision is extremely valuable in Dota because it provides information, so make sure that you ensure that wards continue to be placed on the map.
Try to place wards in places where you expect their function on the map to do what you need it to do, such as giving you vision for ganks, or behind towers that you want to push, which should help you initiate. If you are behind, you can protect the common entrances to your jungle that your carry will be farming in, or protecting Roshan so that you can see when the enemy starts it, and hopefully interrupt. You should be thinking about these things when you are placing your wards once you get a better grasp of Dota and predicting how the game will develop.
The metagame surrounding warding is often changing as well, at least at higher levels. If you stick to the same predictable spots, which are often the ones that do the most, your opponents will be able to predict your wards and counter them, so try to be slightly unpredictable when you place observer wards.
The other 'vision' type item that you will often purchase as a support is truesight or invis detection. You can use Sentry Wards to place on the ground and give your team vision against invisible things like enemy Wards, or invisible heroes. Use this to deward your opponents observer wards to give you a vision advantage on the map, or use it to gank invisible heroes, or to protect against ganking invisible heroes. The other detection item you can purchase is a Dust of Appearance, which you activate when you are close to enemy heroes. It applies a buff to enemies that keeps them visible to opponents for 12 seconds. As a support, you should be carrying detection most of the game if the enemy team has invisible heroes. If you don't purchase detection, it becomes VERY easy for any player to get kills and stay alive by abusing invisibility, so if you are having trouble playing against invisible heroes, start buying Sentry Wards or dust to secure kills against those heroes.
The last support item that you should be purchasing is a Smoke of Deceit. When you use a Smoke, it makes you and nearby allies invisible to enemy wards and enemy creeps. If you get close to an enemy hero or tower, you become visible again, so Smokes are best used to move across the map stealthily through wards for ganks, or to initiate teamfights since your opponents won't see you coming. These have a very long respawn time and cost 100 gold, so make sure that you get value out of them when you use them!
In the late game, supports operate with very few items, and have to continue operating under the mantra, Contribute without Feeding. To Contribute without Feeding, you need to be able to cast your spells, such as nuke enemy heroes, disable enemy heroes, or heal/save your allies without being killed by your opponents. Most of your teamfight will be casting your spells and then trying to stay alive until your spells are off cooldown again.
There are some occasions where dying in exchange for your carries and higher farm priority heroes is important, but when you're new to the game you should focus on not feeding your life away despite low farm.
To help prevent your feeding, most supports will purchase Force Staffs, which allow you to push yourself away from danger (or into danger if you want to start a fight), and Ghost Scepters which makes it so no one can attack you with right clicks (but you do take extra magic damage). Check your item build on whatever heroes you're playing, but most of the time pick up one of these items to keep your survivability up in teamfights.
The best protection against feeding, however, is your positioning. Positioning is the most important resource after gold/exp because it changes so many small factors. For example, if a super fed carry is out of position far away from their team, it means your team can fight him 5v1 for 5 seconds until his allies join the fight, which means you should be able to do a massive amount of damage to the enemy carry.
If you as a squishy support are in a safe position behind your team, then an enemy carry has to put himself in a dangerous position (in the middle of your team) to attempt to kill you. It's for this reason that most supports, especially ones with defensive skill sets, want to stay behind their cores.
However, if your positioning is TOO safe, then you will be too far away to defend your allies when the enemy initiates. Finding the perfect balance between this means you should be very often adjusting your positioning. That's why Force staff is such a strong item. It allows you to rapidly move your hero, either to a safer position, or to a more aggressive one if you see an opportunity. A similar item is the Blink Dagger, which allows you to do a short range teleport, but its weakness is you can't use it if you take player based damage, so it's better as an offensive item.
The last positioning aspect to keep in mind is that you don't group too much. There are many AOE (area of effect) disables in the game, and if your team becomes too clumped, it allows your opponents to multiply the effectiveness of their aoe nukes and disables by 5, which if executed properly gives them a massive advantage in the fight. Clumping can be done more or less depending on the heroes that your opponents are using, so familiarity with all heroes in Dota 2 will help you know what is safe positioning.
Junglers
Jungle heroes are usually a hybrid between Support and a core role (meaning a farming role). It really depends which Jungle hero you are playing, but most Jungle heroes play more of a support role in that they help with purchasing Observer Wards, Sentry Wards, and upgrading and purchasing couriers.
The reason that Jungling exists is that it gives you 4 places to get farm. Instead of just 3 lanes, you have 3 lanes and a jungle, which can give you a gold advantage.
If junglers are playing properly, they spend about 70% of their time farming, 20% of their time ganking, and 10% of their time helping to secure runes for their mid player. If your support and carry lane are having trouble, and ESPECIALLY if they are against a dual lane, it's extremely important that you rotate from the jungle and attempt to kill the dual lane. DO NOT just sit in jungle and endlessly attack creeps for 10 minutes. If you do this, you are ensuring your marginal gold gain, while hurting your carry and support's gold gain. It is important that you move around the map and occasionally gank. It's for this reason that it's important that you pick jungling heroes that have skill sets that allow them to contribute to the game before the 8 minute mark. Always remember that just because a hero can jungle, doesn't mean that you should jungle him. If you spend the first 10 minutes of the game farming jungle camps and don't contribute to your team, then you are forcing your team to play 5v4*, which hurts your chances of winning the game.
One strategy that you should do as a jungling hero that also applies to supports is stacking the jungle. I explained stacking jungle camps in an earlier part of the guide in regards to pulling, but you can stack all of the jungle camps by attacking or aggroing the camp at the :53 second mark of every minute, and running away to allow a camp to respawn. Even if your hero is too weak to clear the stacked camps, it will help your team to farm more efficiently later, which helps them carry harder. If you are playing a support or jungle hero and it's approaching :53 seconds, make sure that you stack a nearby camp!
In the mid-late game Junglers will operate similar to Cores in that they do seek farm out, but you should also be directing ganks, participating in pushes, and planting observer wards like a support. Give farm preference to the 1-3 roles as a jungler, unless you're close to a major item.
Post a Comment