Showing posts with label Dota 2. Show all posts
Showing posts with label Dota 2. Show all posts

Monday, 8 July 2013

Dota 2 Skywrath Mage Guide.



Hello everyone and welcome to my second guide for a Dota 2 hero. I am interested in heroes with low win rates and after checking the current hero list it turns out poor Skywrath only has a 43% win rate, a very low number for such a  powerful hero.

Skywrath is one of the strongest Int heroes in the game, possessing 3 nukes and a very powerful spell that both amplifies magic damage as well as silences, he has a very strong skill set that can wreck havoc on the enemy team. However due to being very fragile and the fact that he requires quite a few items with active abilities to be truly successful makes him not suitable for new players.

Stats.


Looking at his stats you can tell early on that Skywrath has pathetic Strength and Agility and they wont improve much with levels either as his stat gains is quite bad ( only 5.5 per level) He has excellent Int though which is very useful for his expensive spells but his lack of other attributes means survivability will be an issue throughout the game.

He starts out with less than one armor so again remember that you are fragile in all stages of the game. Skywrath does however have an excellent attack animation which is good for last hitting although I recommend simply using arcane bolt to win a lane. He has high movement speed of 315 which is really good, combined with his long range spells means you should be able to avoid most of the damage in a fight.
Skill set.

Arcane Bolt

Skywrath's bread and butter skill is this. It deals a lot of damage throughout all stages of the game as it scales with Skywrath's int. It has a 2 second cooldown at max level and 70 manacost which makes it very spammable. This skill's only flaw is its very slow movement speed of just 500 ms, meaning faster heroes can outrun it.

Because of its very short cooldown its useful against Linken's Sphere since you can use this spell to remove the magic block so other more useful spells can be applied on the enemy.

Concussive Shot

Sky has very versatile spells and while AB provides the damage he needs, Concussive Shot provides him with a strong long range AOE slow. with 1600 range and 40% slow, enemies will have a lot of trouble escaping from you. Flaw of this spell though is its weak scaling, it only does 200 damage at max level and the cooldown reduction while nice, usually makes me question leveling it up at all.
Ancient Seal

Sky seriously has too many good spells, AS synergizes so well with this hero. Silencing for 6 seconds is huge on any hero and that by itself is enough to max it out but the additional 36% magic damage amplification is just icing on the cake. Considering how all of Sky's damage is magic this is insanely good on him as well as improving the magic damage of all your allies.

Mystic Flare

Sky's ultimate and what an ultimate it is, causing massive magic damage in a very small AOE. The damage is divided by the number of heroes in the area over 2 seconds, often times its best to target just one hero as the damage from this spell can outright kill one enemy but isn't as lethal against a group of clumped up opponents.

Creeps and Illusions are not counted, only real heroes take damage from this so you don't have to worry about random creeps walking in. Still the problem of this spell is keeping them there for the whole duration, but if you have any sort of stunner on your team it isn't that big of an issue. The bigger problem though is the massive Manacost this spell will take, so always make sure you have enough mana to cast it. Lastly this spell is not so good against 4-5 enemies as the damage becomes really weak ( 240 damage if its 5 enemies, 300 if its 4). So always aim to get 2 or 3 enemies in it only, otherwise you'll deal less damage than a Magnus Shockwave.

Skill build.

Skywrath's skill set allows you to experiment with quite a few builds yet from my experience the best way to go is usually something like this.

1. Arcane Bolt/Concussive Shot
2. Arcane Bolt/Concussive Shot
3. Ancient Seal
4. Arcane Bolt
5. Arcane Bolt
6. Mystic Flare
7. Arcane Bolt
8. Ancient Seal
9. Ancient Seal
10. Ancient Seal
11. Mystic Flare
12. Stats
13. Stats
14. Stats
15. Stats
16. Mystic Flare
17-22. Stats
23-25. Concussive Shot

Skill Build justification.

1. At level 1 you'll have to decide between Arcane Bolt and Concussive shot, Bolt is taken if you're going to the mid lane as its great for harassing and last hitting. While Concussive Shot is the more useful skill if you're in a tri-lane as it offers a very powerful 4 second slow at level 1. Either way you should have one point in each at level 2

2. Taking Ancient Seal at level 3 is early but it does provide a very useful 3 second silence, if you're mid lane though you can afford to delay taking it till level 4 since the extra level of arcane bolt is more useful for last hitting and harassing.

3. Always take your ulti whenever you can, the damage it gives is fantastic and should never be skipped over.

4. Max out Arcane Bolt by 7, the cooldown gets lowered to 2 seconds meaning you can spam it a lot in a fight and it only costs 70 mana so there wont be any problems here.

5. Now comes the big issue, the most used build according to DotaBuff has players maxing out Concussive Shot by 10, this is ( in my opinion) a very bad idea. AS Has a very useful slow and long range, upgrading it doesn't provide much more except for lowering the cooldown slightly and giving you a bit more damage, both of these things are insignificant when compared to Ancient Seal's scaling as it gives more magic damage and a longer silence, its way better to max it out than Concussive Shot.

6. Honestly I think Concussive Shot is a one point skill, it simply does not scale as well as Sky's other skills and therefore I believe stats are more useful to max out, they provide life, mana and more damage through improving Sky's Int. This is more personal preference but you really don't need more than one point in CS.

Item build.

Skywrath can use pretty much any item that improves his Intelligence since that's what he really needs, however the items you buy should fit the situation you're in, so see what enemies you're facing and choose your items accordingly.

Tier 1 Items.

These are early game items that you should try to get as they are cheap and provide decent stats that you could use.


Magic stick is probably the most cost-efficent item in the game to begin with and while its debatable whether you should upgrade it or not to magic wand, the stick itself is very useful and you should get it anyways.


Very cheap boost to your stats, Nulls give you some extra damage both through your normal attacks and by making arcane bolt just a bit stronger, Bracers are more useful if you are worried about dying and want to be a bit more tanky.


I love this item on almost every hero, the cheap regen is fantastic and the extra 6 strength will bulk you up quite a lot, it doesnt provide any Int sadly but the ability to get charges is really useful.


The choice of boots for Skywrath although usually I don't upgrade my boots into anything since with your massive Int gain you don't really need them. But regardless if you're going to upgrade then Arcane is the way to go, they give you a huge manapool as well as providing useful mana regen for both you and your allies.

Tier 2 Items.

These are slightly more expensive than tier 1 items of course but provide a lot more stats. Most of these items come with some sort of active ability and you should try to get at least 1-2 of these in every game.


An excellent defensive item for you, while Skywrath has good range and movement speed, you will be caught out of position sometimes no matter how good you are, if you're facing strong DPS enemies who can only deal physical damage ( Void, Ursa, Troll) then this item becomes quite worth it. Usually though it leaves you too weak to magic damage, often you'll use it to avoid Ursa but get fingered by lion instead.

Mostly a support item really and more fitting for a tri-lane Skywrath who cant farm better items, nonetheless its still a very good item if you're behind or simply if you want to upgrade your bracer.


This is an excellent item for Skywrath no matter how you play him, it provides a bit of Int which is always good and some small regen, but the real point of this item is its active ability is really good. Whether you're chasing enemies or using it to save allies, for its price its too good to pass up and I always buy it.


I cant say i have tried this item myself yet, but on paper it looks perfect since it provides everything Skywrath could ask for, good int and regen and some nice armor to tank you up. The active ability reduces magic resistance of any enemy caught in its AOE which works great since this hero is all about magic damage.


Have you noticed a trend with the items I recommend on Skywrath yet? almost all provide Int because that's what you need. Euls is an excellent addition to your arsenal because the cyclone ability can help you avoid damage as well as using it to position enemies right on top of a Mystic flare. The bonus stats and mana regen it provides means you should almost never have mana problems anymore. +30 MS is also nothing to laugh about.


My personal build on Skywrath is to mix Force Staff with Rod of Atos, its simply a fantastic combo, Atos has probably the best slow you can get, 4 seconds of a 60% slow will allow you to land your ulti on anyone without needing help from your allies, it has a short cooldown of only 16 seconds and also provides a huge 325 HP boost. All in all its one of the best items you can get.

I recommend any combination of tier 2 items but my personal preference is to always go for Force staff + Rod of Atos when I can, if not I fall back on Drums and Euls since they are slightly cheaper and come in smaller pieces. Ghost Scepter is rarely useful unless you are facing an all physical line-up which almost never happens.

Tier 3 Items. 

These are the most expensive and best items you can go for, getting as many of those in one game should always be your goal.

Obviously the best item  any Intelligence hero can go for, Giving the highest Int per game as well as a devastating ability in the form of Hex, you cant go wrong if you get it. Sadly its high price means that most often its simply too difficult to aim for unless you're playing Skywrath in a farming role. Support Mages will have to skip this 95% of the time.


Excellent boost to the stats you want, both Strength and Intelligence are improved with this item and you can use the Necro units very well thanks to your slow. I would recommend this more when facing Invisible heroes, enemy mages or you simply want more life, other than that though the other items in tier 3 are better. Either way though the minions are awesome.


Another item I am a bit hesitant to put in the list here. Dagon though can provide huge nuking power even though it comes at a giant cost ( 7730 at level 5) If you're going Dagon its often best to get one or two levels of it only and not upgrade it fully, since it takes 2700 gold to get a 400 damage nuke but it will take you 7730 gold to get 800 damage out of it, I don't think its worth it to upgrade on most heroes but with ancient seal you can get 1088 damage from a level 5 dagon which can kill a lot of non-strength heroes in one shot.

Sick and tired of getting killed in 3 hits by Void? will no worries anymore you can now just get a Shiva for your problems. Providing 30 int which is second only to Scyth of Vys it also gives huge armor for you and the passive and active abilities are incredible for keeping you alive longer as well as dealing a bit more AOE damage. 



 As damaging as Skywrath is, he is completely useless if he dies early or is somehow unable to cast any spells, if you're facing so many stuns and silences that you are unable to do anything then you should get BKB as it allows you to avoid all these problems, it may not improve your offensive abilities but by making you more durable and immune to disables you are more likely to fire off all your spells and be useful than if you farmed a Hex but die 2 seconds into every fight.

It also stops Pugna's nether ward which is always useful.



While I am not exactly a fan of Bloodstone and Soulbooster, my friend ZeLover from Playdota brought up that if you do make Arcane boots, its easy late game to simply disassemble them and use 2300 gold to make a Soulbooster which is great for your HP and mana pools, and I cant argue with that logic. So if you feel like you have enough Active items, go for it.

I always recommend getting Scyth first if you can, there is simply no better alternative to it in the game, however skip if you're facing an enemy Riki or Bounty Hunter and get Necro 3 instead, they give almost as good stats and the minion DPS is huge. Dagon can almost be considered a tier 2 item due to how cheap lv 1 is and it can really nuke people down easily. Shiva's will allow you to stay in battles a lot longer so think about it if you're dying a lot but somehow still have a lot of money ( how do you do that?)

Lastly most of the items I recommend have some sort of Active ability, its best to practice games with just 1 or 2 of them before adding more as you already have 4 spells to use + whatever items you have, so don't be afraid to use simpler items with no active abilities (Linken) if you get overwhelmed. Items with active abilities are almost useless if you don't use them and having 6 of them tends to be very confusing. 

Rejected Items.

Because of how versatile he is, Skywrath can be played in a great many roles and due to that people like to experiment with different items on him, regardless though in almost all cases you should not get him any of these items.

Skywrath needs a big mana pool for all his spells, so Soul Ring would be awesome right?
Wrong, you simply do not have the HP pool to support frequent uses of this item, it doesn't provide enough mana and any benefit it gives you in the laning phase will be gone by the time you reach level 9 or 10, costing you almost 1k in gold you can use to get much better items.



Not bad items at all, but unless you're playing a support Skywrath you simply don't need these items, Meka is better on someone else and costs you too much mana to use, mana better spent spamming Arcane Bolt while Pipe provides no useful stat whatsoever.


Not a bad item per say, but you already have a Silence and a damage amplifier, you don't need more. For a little bit more gold you can get a Hex instead.

Useless item, you will usually not have the mana pool to use Mystic flare twice in one fight, it will cost you exactly 1975 to do that and you don't need it. You'll do a lot more spamming your other spells and items then getting a Refresher.

While Bloodstone is actually a good item if you're having trouble using all your items in one fight ( Force Staff, Atos, Hex, Shiva) and don't wish to add more items with active abilities, its not as good as Linkens and doesn't provide you with any Int for Arcane bolt. The regen is also overkill although the HP is nice, its still not enough to warrant buying this item.

Walkthrough.

Early Game.

When the game starts you should already have an idea of where you are laning, the laning stage determines a lot for Skywrath so knowing whether you are going to support someone or solo a lane is crucial. If you go for the mid lane then take arcane bolt and use it to late hit and harass, Skywrath does 103 damage with a level 1 arcane bolt meaning you should never miss a last hit with it.

Rune control is not quite as vital for you as it is for others, you have a large mana pool and AB costs very little so you'll do fine with just a sage mask and a few Intelligence items. However you should still ask someone to ward the runes just so the other mid lane doesn't get them instead of you.

If you're playing as a support then buy the courier for your team and even the wards if no one else does. You're a support so getting wards and supporting your team should be your goal, not farming Hex. Get a level of concussive shot and stack and pull the neutral creeps. Skywrath is extremely fragile so its better that he does the neutral pulls rather than someone whose more tanky and useful in the lane like a Jakiro or VS.

 Mid Game.

Once you acquire a significant level advantage and have your ultimate, you should move around the map and gank for your allies. While its nice to sit in mid lane and farm, that's not really your role in this game. Helping your allies secure some kills will go a long way to winning the game, plus Skywrath is one of the best gankers in the game, capable of outputting huge damage in just a few seconds by spamming Arcane Bolt and casting Mystic Flare.

Late Game.

Late game is all about teamfights and positioning, at this point you should have whatever core items you need so if your supports cant afford to have wards up then be sure to do it yourself. In teamfights you should hang back, you have huge range on all your spells and should use that to your advantage and not walk ahead of your team. 

Ancient Seal's value increases as the game goes on, so be sure to use it on the best target you can find and to use it early, its very useful on a Puck who wants to initiate but it barely does anything on an enemy Viper whose about to die, so picking the right target to silence is crucial. Other than that focus on landing all your other spells and items as best you can, there really isn't much to say about team fights except to be careful, fight from a distance and spam your spells as best you can.

 Replays.

Here are some replays I attach on playing Skywrath, do note that I am not a great player myself and do a lot of mistakes yet still managed to do decent in both these games.

Game 1 Match ID 226724732
Game 2 Match ID 222834923

Got any questions?

I'd love to hear from anyone if they have any thing to ask or which hero I should make a guide for next, any feedback would be greatly apreciated.

Tuesday, 18 June 2013

Dota 2 Hand Of Midas Guide.

After writing my first Dota 2 article here, I decided to write another article, this time focusing on one of my favorite items. Hand of Midas.

HoM in my opinion doesn't get the credit it deserves, its an incredibly useful items if used correctly but since a lot of people don't use it to its full capacity, they end up thinking its weak or useless. So hopefully this guide can shed some light on how to get the most out of HoM.


Firstly lets go over what HoM offers, for 1900 gold you get two things.
+30 Attack speed.
The Transmute ability.


Transmute: Kills a non-hero target for 190 gold and 2.5× experience. Cannot be used on Ancients.
100 seconds cooldown. No manacost.

Now a lot of people focus on just the ability to use Transmute but the 30 bonus attack speed is quite significant in itself. Especially on the heroes who get HoM who can make exceptional use of the attack speed because their attacks have extra modifiers that benefit from more AS early game than more damage.

But before I go into the benefits of attack speed on these heroes, Transmute is a very useful skills that has many applications.

1- Increased gold gain.

Easily the main reason people get Hand of Midas, for the extra gold it grants them. When Transmute is used it gives 190 gold everytime, there is a little bit more to it though.

Firstly, the gold it gives is Reliable gold, for those who don't know what that is, reliable gold is gold you gain from kills on heroes and assists, its gold that cannot be lost when you die. This is very useful for carries obviously.

Secondly, because it grants 190 gold everytime, using HoM is a little bit more complex as the game goes on, because using it on a creep that grants 20 gold means you get 170 profit, while using it on a creep that gives 90 gold means you only get 100 profit. This means using HoM on small creeps is always the best choice for gaining gold, however because of the way Midas works with EXP you may want to reconsider how you use it early on.

Lastly, Midas pays for itself very fast, it sells for 950 gold so  you're spending less than 1000 gold for it if you sell it before the game ends.

2- Increased Exp gain.

As I mentioned above, using Midas on small creeps nets you the highest gold gain you can get, however Midas multiples the Exp you gain from using Transmute by 2.5 times.

Why is this important? because early on you will see many creeps you can use Midas on, and you will have a choice of which one to Transmute and the best in the early game are the large ones because they give much higher Exp but the same amount of gold.

Here's an example of what I am trying to say.



These two creeps spawn at the same camp, they are the Satyr Banisher and the Satyr Tormenter.
The Banisher grants 41 Exp and an average of 16 gold.
The tormenter on the other hand gives 155 Exp and an average of 105 gold.

Deciding which to transmute is a big part of using Midas, since early game using it on the Tormenter gives you a whooping 387 Exp while using it on the Banisher just gives 102 Exp, so you can really pull ahead in the early game by using Transmute on the biggest creeps you can find.

Later on when you have pulled ahead in levels you can Transmute the Banisher to make a lot more profit than if you used it on Tormenter.
If you are going to use Midas on lane creeps, then always go for the melee ones. The give 62 exp compared to the range creeps who only give 41.

One last thing, Midas is instant in killing creeps, so by using it on the large powerful creeps you can save a lot of time and HP instead of having your hero kill them with auto-attacks that will take a lot of his health to accomplish.

3. Midas can counter some enemies.

Using Midas can give you quite an advantage against certain hero skills, from the top of my head these are the ones I can think of right now.




Chen's Holy Persuasion skill is a lot weaker against Midas holders, as they can easily use Midas to kill any creep Chen has. The same rule applies to Enchantress.

Axe's Battle Hunger requires the afflicted hero to kill a creep, that is easily accomplished with one transmute.

Dark Seer players usually hang back and Ion Shell one of their own creeps to move ahead and get gold for them, that can be countered by a fast Midas as well.

Lastly Necronomicon while not a skill, can have its minions killed by using Midas on them, same thing with the item Helm of the Dominator.

Heroes that should get Hand of Midas.



Now obviously the best heroes to get HoM on are carries who benefit greatly from the increased gold and Exp gain, but some carries just benefit more from it than others, the heroes who I consider HoM to be core on are:


Faceless void is not the flash farmer that Anti-Mage is and really needs Midas to boost his GPM, plus the extra attack speed is incredibly useful to proc his Timelock skill early on.

Naix also gains a tremendous benefit from HoM, since he can jungle or lane but he needs to farm a little bit to be truly useful to his team, and Midas grants him good damage since Naix just need to land as many hits on the enemy and let his passive Feast do all the damage.

Lastly Spectre desperately needs Midas, perhaps more so than any other carry, being an incredible hard carry with no farming skills is very rough, and Midas really helps solve her gold problems, plus its much easier to rush a Midas early on than to rush a Radiance. The attack speed also goes into her illusions and spec deals most of her early level damage from Desolate anyways.

Edit: Illusions do not benefit from Midas Attack speed, credits to ZeLover on playdota for bringing this to my attention.

All these heroes mentioned need Exp a lot, and that's why Midas is so essential on them, getting to a fast 6 unlocks very powerful ultimates. The attack speed is also very useful since they all have passives that benefit from it.

Of course there are other heroes who can use Midas well, such as Furion and Doom, but not to the extent those guys can. Its still very useful for them though.

And that's all for this guide, hope you all learned something useful today and thank you for reading so far.





Tuesday, 11 June 2013

Dota 2 Guide: Picking the Right Position for Your Team.

For some reason, choosing the right title for a guide turned out to be much more complicated than I thought, but nevertheless welcome to my guide on picking the right position for your team.

Now a lot of people forget this, but Dota 2 is a team game. Oh you know this do you? well sadly even the people who do know this seem to ignore one crucial fact, when you play a team game, you have to fill in the weaknesses that your team has, not play however you want to every game.



So while a lot of times you'll be stuck with a group of people who seem like they have only used computers for 3 days, you still need to learn to play with that group of monkeys, and to do that means learning what position your allies will play so you don't conflict with any of them. 

Now what are positions to begin with?

Dota 2 is made of 5 man teams, which means there are 5 positions to play of course, the positions are based on how much farm the player will get compared to his team mates, this is how professional teams are split into, with positions from #1 ( most farm) to #5 ( you wont experience the feeling of actually getting gold).


Difference between position and role.


Too often people confuse a hero's Role with his Position. An example for this is someone like Earthshaker, who usually plays the team's initiator. No matter how much farm he gets or what items he has, its usually best if ES goes in first ( with the help of a Blink Dagger) and casts all his spells while his team later comes in and cleans up.

No matter if ES is played as a #2 or a #5, that's his Role, which has no effect on his Position in the game ( although what your position is greatly affects how well you can perform you role).

So whether you play Dragon Knight as a tank, or a DPS, in both cases you will almost always want to be the #1 on the team.


Position #1 AKA The Hard Carry.

Commonly used heroes include:

The hard carry is the role most players want to play, why? because its simply the greediest role in the game, playing #1 means you will hoard every creep, kill and jungle camp you can, all for the sake of getting enough gold and Exp to win the game in the late stages for your team.

This position requires excellent last hitting skills, as well as knowing how to control the lane well, a Carry must also know which fights he can take and which one ones to avoid since dying in this position really punishes your farm and gold.

Carries will typically get most of their gold from creeps in the lane, they will rarely leave to assist their team in ganks and will mostly stay where they are for the duration of the game. After farming enough gold they become powerhouses later on.

Overall though, this is not a very hard role to play, it does place a lot of pressure on the player to perform very well, but with two people protecting you ( the supports) its a fairly easy role to do.


Position #2 AKA The Mid Laner.

Commonly used heroes include:                

Ah yes, the #2 position, in my opinion this position requires the most skilled player on the team to play, mainly because the heroes used in this role will get the most amount of Exp and farm early game ( more so than the #1, since Carries share the lane Exp with their supports and sometimes cant last hit due to being harassed).

Playing #2 requires a player who is able to snowball the game for his team, a fed QOP early on can easily get a few kills on the enemy heroes, putting her team ahead and hurting the opposition. 

#2 will get most of their gold from both a combination of creeps from the laning phase and kills later on.

The reason I believe this position requires a lot of skill is because it depends almost entirely on the player, sure you have supports who will tell you where the rune spawns and which enemies are missing, but other than that, its you vs the enemy middle player and whoever wins can really snowball for his team.

Position #3 AKA The Offlaner.

Commonly used heroes include:

Arguably the hardest role to play, #3 requires a very specific type of player for it, and that's the very patient type. Playing the Off laner means that you probably will not get so much gold or exp, however you can still get decent farm because the heroes used for this role are able to farm from a distance, using some form of long range spells or summons to farm for them.

#3 players will usually get a little of their gold from creeps (since often they will face the enemy tri-lane and wont have much of an opportunity to last hit)  but will make up for their deficit by ganking a lot and securing kills for their team.

The hard lane is called the hard lane for a reason, players here usually match up against the enemy carry+ 2 supports, meaning they cant go close to the creeps without risking almost assured death, forcing them to tower hug, this is why I believe this role is hard as players have to be patient and not take any risks that would hurt their team.


Position #4 AKA The Secondary Support.

Commonly used heroes include:

Ah yes, the first of the support positions needs quite a bit of farm actually, since most games consist of tri lanes which have a carry and two supports, one of these supports has got to be the backup in case the carry dies or has to return to the base to heal, during that time one of the two supports should be farming the lane and that is the #4 position.

Made of heroes who need 1 or 2 items to fully utilize their potential, a good example of this is Sand King, who has a very powerful ultimate that requires a long channeling time, players must be able to farm a blink dagger on him otherwise his ulti loses a lot of its effectiveness.

Another way to play the secondary support is by jungling, Chen with a Mekansm is a very potent and strong healer, Enigma is another good secondary support who can farm his Blink while in the forest and assist in ganks when he is needed, overall the secondary support usually only buys wards, dusts and such items when the primary support cant, in the mean time they try to get items that boost their overall team effectiveness like Meka, Pipe and Drums.


Position #5 AKA The Primary Support ( AKA Ward Bitch).

Commonly used heroes include:

The role that gets the least praise in Dota 2, the #5 consists of heroes that have very strong abilities who don't need items to function for their team, sure items are nice on any hero but #5 can function quite well without them.

The reason this role is quite hated by the community is because it requires the player to sacrifice any personal glory for the sake of the team, #5 will not get kills, will not get creeps, will not get gold and will be focused in every team fight because the hero is usually under farmed and under leveled, but that's the price players have to pay to play this role, which while underrated is just  as important as any other role, without someone who wards the map, protects the carry, calls missing enemies and generally keeps an eye on the game, the team cant function.

Pretty much the only way this role gets gold is by having assists in kills and maybe some deaths if no one else on his team can secure the kill. Other than that it will be very difficult to get gold as their role doesn't allow for much jungling or killing.

The hard part about this role is learning that what the team needs > whatever you want, if you have gold to buy boots but you see that the enemy brood mother is getting farmed, its better for you to buy a sentry and go stop her than buy boots and let her continue farming, sadly not all players can think this way and that is why this role is probably the most misunderstood in the game.


So whats the point of learning all this?

The reason I wrote this guide explaining the different roles is so that new players should see what their team is made of before picking whatever hero they want, if you see an ally is using Faceless void then forget about playing #1 in that game, its already taken, sometimes all positions will be taken except #3 or #4 so learn what your allies are picking and fill in whatever your team is lacking, this is a team game so sometimes its best to sacrifice what you want and win, than pick Troll warlord and lose.

Even if your carry plays like this.