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IMBA LANE CONTROL GUIDE!!!! PART : 5
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IMBA LANE CONTROL GUIDE!!!! PART : 5
F. Chaining Abilities
In public games I see players just casting off their spells with no regard to disable, slow, stun, or any other time.
Chaining spells is what makes or breaks a team in any level of play. That is why a team of players who have played with each other a lot, versus a team of players who just met each other, will almost always win in the end. Even if the players who have just met each other are the top 5 players in the world, they cannot do anything versus a team who can chain their abilities (although that is probably a bad example, as the top 5 players are probably so good they could just solo an entire team smile.gif)
Chaining does not mean your ally casts a spell, then you cast a spell, then your ally casts a spell, ECT (well it kind of does……. But there is more to it).
When casting spells with allies, you should always be aware of the time of the spell. Whether that time is slow, stun, disable, or anything else, you should always be trying to maximize the duration.
You always want to make sure that your allies have ample time to cast their spells as well as your own.
Great spell combos are AoE spells, such as CM Freezing Field, Sand Kings Epicenter, or Enigmas Black Hole.
All of these can be combined together to deal massive amounts of damage to a team.
Example:
Enigma Black holes, during that Black Hole CM runs in and starts casting Freezing Field. By doing this you combine your attacks. Using the disable time of Black Hole, combined with your own spell, gives you a great combo with which to utilize a battle.
Any spell can be timed to combine with another spell. Disable spells, stuns, slows, and damage are all capable of being combined.
With damage spells you are trying to deal as much damage as possible with your allies, to kill your opponents quickly. Therefor reducing the amount of damage you would take from them.
You and your allies should always be thinking about this before a battle.
Talk with your allies about who will initiate the battle with what spell.
G. Communication
This can go hand in hand with Ventrilo and warning also, but this is an art of itself.
Communication is absolutely essential to anything in DotA. One of the most important things you can learn in the DotA world is to always be talking with your team.
Before battles you should be picking out heroes to target, heroes to ignore, and heroes who you should stun or disable.
I have seen teams be completely dominated throughout the entire game. Only to realize that it was “insert hero name” who was dealing the most damage to them. They target that hero quickly in the beginning of a battle, and then just mow over the rest of the enemy heroes once the target is dead.
This is also known as Focus Firing, all heroes targeting the same hero to kill that hero as quickly as possible.
This can also refer to things after a battle. Telling your teammates back before, after, or during a battle can severely reduce your losses. Or allow you that extra kick to take out the opposing team.
While talking in a battle might get you killed. You should always be trying to relay information to your allies.
Things such as:
“QoP coming from behind” might seem dumb to say. But a lot of people do not notice simple things in a battle. Some of them are focused on killing, surviving, running, or healing and do not notice.
Of course, that does not mean become a chatterbox during a fight. Typing paragraphs in the middle of a battle is definitely not the way to go. But quick words that are meaningful and essential to survival will always help your team.
Examples:
Bad way to talk: “To Whom It May Concern, QoP is coming from behind. It might be good to hide now.”
………………Yeah talking like that is a bad idea.
Good way to talk: “QoP behind us”
It is quick, simple and to the point. You should always be abbreviating whenever possible. Putting in connecting words such as the, and, or, is not always needed and can just waste time.
You always want to get the point across with as few words as possible. Just make sure it makes sense.
V. Helpful Tips
A. Ally Hero Killing
I cannot think of a better name for this, so just go along with it for now. This is (for lack of a better name) the art of killing an ally. You’re probably wondering, if you have never seen or heard of this done, what on earth this is. Well the name kind of speaks for itself. But the art of killing an ally hero is much the same as suicide to neutral creeps. You do not give your enemies experience or gold. This is an extremely advanced skill and takes some amount of skill from both people to accomplish.
You can only kill an ally unit if they have a negative buff on them (I am not positive as to all the buffs that allow an ally to kill you. But I know for a fact there are two). It is much the same as killing an ally creep. You press the A button and click on your ally. Your hero should start to attack them. If you can't, nothing will happen.
(Again another Quote from our esteemed MOD Akuryou.)
QUOTE
The correct ally denying information is as follows - you can attack a Shadowstruck, Viperstruck, or Doomed ally at any amount of HP. Those are the ONLY spells that allow you to deny, Battle Hunger, Curse of the Silent, Shadow Word, etc don't let you deny. And yes you seriously can attack them at any HP, I've screwed around and killed friends hit with level 1 SS while they were basically at full HP to start tongue.gif.
(Remember if your playing with Akuryou, and you just got poisoned/Doomed, run for your life, he is very cruel tongue.gif.)
For killing ally heroes timing is essential. You don't want to attack an ally unit and miss the last hit, meaning you just killed him even faster. Use good judgment, if he is poisoned and the poison is dealing 90 damage per second and he has 120 life, wait until poison hurts him one more time before attacking him. If you don’t, you just gave that Venomancer (or whoever poisoned) an easy kill.
B. Enemy Hero Killing
Most public players out there will tell you what makes and breaks a good player is going 31- 0 in a game. Now I am not saying hero kills are not very important, but killing a hero is not always needed. People that see a hero half dead and run in themselves just to get one kill and die or are severely damaged; forcing themselves to go back to the well to heal just make me angry.
Let's think about this for a second. Let’s just say a Crystal Maiden and a Bloodseeker are laned together, against a Rhasta and a Lion (ouch). A battle just occurred and the Rhasta and Lion both went out of the battle severely damaged forcing them both to go back to the well to heal.
A good player would take advantage of this and either farm more, help gank another lane, or try and take down that lanes tower. But in almost any pub the Bloodseeker would run in and try and get him some kills. Nearly killing himself in the process (if not dying). Him being dead does a couple things, it severely reduces the damage you could of used on a tower or in a gank, and if he died (which is far more likely in high level play) lost a lot of gold just for a number on a scoreboard.
Now by all means if you have the chance to kill a hero without severely hurting yourself take that chance. I’m most definitely not saying hero kills are bad. They reduce your opponent’s gold and the amount of experience they get while they are dead. But nearly killing yourself or really killing yourself is not the way to go.
But again we go back to the lane match up Bloodseeker/Crystal Maiden VS Rhasta/Lion. Say the same thing happen the Rhasta and Lion are both severely hurt having to go back to base to heal. They not only lose farming time and experience but allow you freedom of movement as you no longer need to protect your lane for a short amount of time. Allowing you to go gank a hero or also allowing you to maybe take out your lanes tower. In the long run this would be far more viable than the first.
If you get nothing from my ranting, I hope you get this. DotA is about killing your opponents base. It is not about how many numbers you can get on a scoreboard (although they do help).
C. Juking
What cannot be said about Juking. It is the art of deception used to either lose your opponents, or to trick your opponents. Either way is quite effective, and should be used whenever needed.
To juke, you must either force your opponents to lose sight of you, or force your opponents to lose you all together. There are many different ways to do this, but the most common is the sight juke (bad name but who cares).
A sight Juke is a Juke commonly used by running through trees. Depending on what lane you are in (this is were the lane control comes in) you might have to use your Juking location a lot. Here are the most common Juking Locations for Each Team (Sentinel and Scourge) divided into the 3 different lanes.
Red Outline = Sentinel Location
Green Outline = Scourge Locations
(Although they are all interchangeable, they are more commonly used by the appropriated color.)
Sentinel
Top Lane

Technically this can be commonly used for either side (Sentinel or Scourge) but the top lane is severely lacking in good Juking spots (if anyone knows of a good Juking location for the top lane, located in the top lane and not around it, then please PM me it or just post it here. I will of course give credit to you). I cannot express in words how many times this spot has saved me. But I can however express it in numbers, 1345246213458589. Yeah, that is how good it is.
Middle Lane

This is by far the most commonly used Juking location. In almost any level of play you can see heroes trying to hide in this location to lose a hero, or to make a hero lose sight of them. That is because it is a great location. You can use this from any angle, and leave from any angel, making this a very versatile location, not limited by the usual 1 way in 1 way out.
Bottom Lane

Next to the middle lane Juking location for sentinel, this is the most commonly used Juking location. It is great because, depending on whether or not the tower is down, all you have to do is run back here, and unless your opponents are kamikaze, they cannot chase you without risk of dieing from the nearby tower.
Scourge
Top Lane

Not heavily used unless you are trying to avoid an attack or nuke. But that doesn’t mean it is useless. Using this spot correctly does not mean running straight to the back, but instead running in and out the other side. A common mistake people make is to run straight back as far as possible. This does nothing but trap you in between trees and your opponents.
Middle Lane

A fairly new Juking location, but its usefulness is already a staple in most team matches. You can commonly see hero’s running back through this to get as far away as possible from enemy heroes, which is exactly how it should be used.
Bottom Lane

As appose to most of the other Juking locations, this spot is not commonly used. Although it is a great Juking location, it is not commonly known for some reason. Again this is mainly used to force your opponents to lose sight of you, and to some extent to lose them altogether.
There is no current guide to Juking, although Kleech and I are in the process of writing one together. As soon as we are completed, I will link it to this guide.
D. Tower Saving
This can be accomplished one of two ways, either by going to a tower being attacked, or by using teleport.
The first (going to tower) is boring, but semi effective of course. The other is much more effective, faster, and much cooler tongue.gif.
Teleporting is defined two ways, either teleporting by BoT, or by Scroll of town portal. Either way is fine, but Scroll of town portal is by far the most effective means of defending a tower.
Why you might ask, is a town scroll so effective? Well when you teleport to a tower with a town portal scroll, you give that tower a bonus in armor. The exact amount of armor boost is 99999 (the max amount of armor you can have), making that tower nearly immune to attacks for a short period of time.
BoT does not give the armor bonus no matter what you do, which is why it is not as effective.
For the armor bonus to occur, you must actually click on the tower to teleport. Using the mini map or clicking right next to tower does not work. You must click on the tower.

There are two ways to Scroll teleport. Either teleport and let yourself “go”, or you can teleport and then press the hold position button “H” right before you teleport. This will stop you from teleporting in the middle of a bunch of enemy heroes, which is not very smart thing to do, but still give that tower the extra defense for a short period of time.
You can also teleport to Rax to get the same bonuses in armor as with towers.
With towers if they fall below 130 life, and someone correct me if I am wrong, you are able to deny them just like a creep. Just click the “A” button and click to attack them.
If you see a tower being attacked by creeps, you want to attack one of those creeps and run back. This will pull the creeps off the tower into chasing you. You have regeneration to get back the life you lose, while towers do not. It is a small price to pay to take a few hits from creeps to save a tower in the process.
VI. Other Tips
If you are a melee hero or a range hero who does not have an active skill, such as searing arrows, clicking on your opponent to attack will turn the creeps on you. You can semi-avoid this by instead of clicking on them clicking in front or behind them and allow your hero to be right next to them. This will more likely than cause your hero to attack their hero. This is mostly to be used with a stun or some sort of disable, as running right up to your opponents is never a good idea.
With Rax and towers you can actually deny both. But with Rax you do not want to deny. A key difference between Rax and towers is that Rax have regeneration, while towers do not.
Town Portal scrolls are invaluable. Whether to save a tower or help an ally lane, you should always have 1 in your inventory for just such as occasion. Especially versus heroes, such as Naix, who have a slow and will hill you if you try to run. Most heroes who have slow spells such as those cannot stop you from teleporting. It is a great counter to any Slow hero.
Versus stun heroes, just wait for them to use their stun, and then teleport. Although a little more dangerous, the reward is keeping you alive.
thanx for taking the time to read. i PROMISE that this will improve your game tremendously
In public games I see players just casting off their spells with no regard to disable, slow, stun, or any other time.
Chaining spells is what makes or breaks a team in any level of play. That is why a team of players who have played with each other a lot, versus a team of players who just met each other, will almost always win in the end. Even if the players who have just met each other are the top 5 players in the world, they cannot do anything versus a team who can chain their abilities (although that is probably a bad example, as the top 5 players are probably so good they could just solo an entire team smile.gif)
Chaining does not mean your ally casts a spell, then you cast a spell, then your ally casts a spell, ECT (well it kind of does……. But there is more to it).
When casting spells with allies, you should always be aware of the time of the spell. Whether that time is slow, stun, disable, or anything else, you should always be trying to maximize the duration.
You always want to make sure that your allies have ample time to cast their spells as well as your own.
Great spell combos are AoE spells, such as CM Freezing Field, Sand Kings Epicenter, or Enigmas Black Hole.
All of these can be combined together to deal massive amounts of damage to a team.
Example:
Enigma Black holes, during that Black Hole CM runs in and starts casting Freezing Field. By doing this you combine your attacks. Using the disable time of Black Hole, combined with your own spell, gives you a great combo with which to utilize a battle.
Any spell can be timed to combine with another spell. Disable spells, stuns, slows, and damage are all capable of being combined.
With damage spells you are trying to deal as much damage as possible with your allies, to kill your opponents quickly. Therefor reducing the amount of damage you would take from them.
You and your allies should always be thinking about this before a battle.
Talk with your allies about who will initiate the battle with what spell.
G. Communication
This can go hand in hand with Ventrilo and warning also, but this is an art of itself.
Communication is absolutely essential to anything in DotA. One of the most important things you can learn in the DotA world is to always be talking with your team.
Before battles you should be picking out heroes to target, heroes to ignore, and heroes who you should stun or disable.
I have seen teams be completely dominated throughout the entire game. Only to realize that it was “insert hero name” who was dealing the most damage to them. They target that hero quickly in the beginning of a battle, and then just mow over the rest of the enemy heroes once the target is dead.
This is also known as Focus Firing, all heroes targeting the same hero to kill that hero as quickly as possible.
This can also refer to things after a battle. Telling your teammates back before, after, or during a battle can severely reduce your losses. Or allow you that extra kick to take out the opposing team.
While talking in a battle might get you killed. You should always be trying to relay information to your allies.
Things such as:
“QoP coming from behind” might seem dumb to say. But a lot of people do not notice simple things in a battle. Some of them are focused on killing, surviving, running, or healing and do not notice.
Of course, that does not mean become a chatterbox during a fight. Typing paragraphs in the middle of a battle is definitely not the way to go. But quick words that are meaningful and essential to survival will always help your team.
Examples:
Bad way to talk: “To Whom It May Concern, QoP is coming from behind. It might be good to hide now.”
………………Yeah talking like that is a bad idea.
Good way to talk: “QoP behind us”
It is quick, simple and to the point. You should always be abbreviating whenever possible. Putting in connecting words such as the, and, or, is not always needed and can just waste time.
You always want to get the point across with as few words as possible. Just make sure it makes sense.
V. Helpful Tips
A. Ally Hero Killing
I cannot think of a better name for this, so just go along with it for now. This is (for lack of a better name) the art of killing an ally. You’re probably wondering, if you have never seen or heard of this done, what on earth this is. Well the name kind of speaks for itself. But the art of killing an ally hero is much the same as suicide to neutral creeps. You do not give your enemies experience or gold. This is an extremely advanced skill and takes some amount of skill from both people to accomplish.
You can only kill an ally unit if they have a negative buff on them (I am not positive as to all the buffs that allow an ally to kill you. But I know for a fact there are two). It is much the same as killing an ally creep. You press the A button and click on your ally. Your hero should start to attack them. If you can't, nothing will happen.
(Again another Quote from our esteemed MOD Akuryou.)
QUOTE
The correct ally denying information is as follows - you can attack a Shadowstruck, Viperstruck, or Doomed ally at any amount of HP. Those are the ONLY spells that allow you to deny, Battle Hunger, Curse of the Silent, Shadow Word, etc don't let you deny. And yes you seriously can attack them at any HP, I've screwed around and killed friends hit with level 1 SS while they were basically at full HP to start tongue.gif.
(Remember if your playing with Akuryou, and you just got poisoned/Doomed, run for your life, he is very cruel tongue.gif.)
For killing ally heroes timing is essential. You don't want to attack an ally unit and miss the last hit, meaning you just killed him even faster. Use good judgment, if he is poisoned and the poison is dealing 90 damage per second and he has 120 life, wait until poison hurts him one more time before attacking him. If you don’t, you just gave that Venomancer (or whoever poisoned) an easy kill.
B. Enemy Hero Killing
Most public players out there will tell you what makes and breaks a good player is going 31- 0 in a game. Now I am not saying hero kills are not very important, but killing a hero is not always needed. People that see a hero half dead and run in themselves just to get one kill and die or are severely damaged; forcing themselves to go back to the well to heal just make me angry.
Let's think about this for a second. Let’s just say a Crystal Maiden and a Bloodseeker are laned together, against a Rhasta and a Lion (ouch). A battle just occurred and the Rhasta and Lion both went out of the battle severely damaged forcing them both to go back to the well to heal.
A good player would take advantage of this and either farm more, help gank another lane, or try and take down that lanes tower. But in almost any pub the Bloodseeker would run in and try and get him some kills. Nearly killing himself in the process (if not dying). Him being dead does a couple things, it severely reduces the damage you could of used on a tower or in a gank, and if he died (which is far more likely in high level play) lost a lot of gold just for a number on a scoreboard.
Now by all means if you have the chance to kill a hero without severely hurting yourself take that chance. I’m most definitely not saying hero kills are bad. They reduce your opponent’s gold and the amount of experience they get while they are dead. But nearly killing yourself or really killing yourself is not the way to go.
But again we go back to the lane match up Bloodseeker/Crystal Maiden VS Rhasta/Lion. Say the same thing happen the Rhasta and Lion are both severely hurt having to go back to base to heal. They not only lose farming time and experience but allow you freedom of movement as you no longer need to protect your lane for a short amount of time. Allowing you to go gank a hero or also allowing you to maybe take out your lanes tower. In the long run this would be far more viable than the first.
If you get nothing from my ranting, I hope you get this. DotA is about killing your opponents base. It is not about how many numbers you can get on a scoreboard (although they do help).
C. Juking
What cannot be said about Juking. It is the art of deception used to either lose your opponents, or to trick your opponents. Either way is quite effective, and should be used whenever needed.
To juke, you must either force your opponents to lose sight of you, or force your opponents to lose you all together. There are many different ways to do this, but the most common is the sight juke (bad name but who cares).
A sight Juke is a Juke commonly used by running through trees. Depending on what lane you are in (this is were the lane control comes in) you might have to use your Juking location a lot. Here are the most common Juking Locations for Each Team (Sentinel and Scourge) divided into the 3 different lanes.
Red Outline = Sentinel Location
Green Outline = Scourge Locations
(Although they are all interchangeable, they are more commonly used by the appropriated color.)
Sentinel
Top Lane

Technically this can be commonly used for either side (Sentinel or Scourge) but the top lane is severely lacking in good Juking spots (if anyone knows of a good Juking location for the top lane, located in the top lane and not around it, then please PM me it or just post it here. I will of course give credit to you). I cannot express in words how many times this spot has saved me. But I can however express it in numbers, 1345246213458589. Yeah, that is how good it is.
Middle Lane

This is by far the most commonly used Juking location. In almost any level of play you can see heroes trying to hide in this location to lose a hero, or to make a hero lose sight of them. That is because it is a great location. You can use this from any angle, and leave from any angel, making this a very versatile location, not limited by the usual 1 way in 1 way out.
Bottom Lane

Next to the middle lane Juking location for sentinel, this is the most commonly used Juking location. It is great because, depending on whether or not the tower is down, all you have to do is run back here, and unless your opponents are kamikaze, they cannot chase you without risk of dieing from the nearby tower.
Scourge
Top Lane

Not heavily used unless you are trying to avoid an attack or nuke. But that doesn’t mean it is useless. Using this spot correctly does not mean running straight to the back, but instead running in and out the other side. A common mistake people make is to run straight back as far as possible. This does nothing but trap you in between trees and your opponents.
Middle Lane

A fairly new Juking location, but its usefulness is already a staple in most team matches. You can commonly see hero’s running back through this to get as far away as possible from enemy heroes, which is exactly how it should be used.
Bottom Lane

As appose to most of the other Juking locations, this spot is not commonly used. Although it is a great Juking location, it is not commonly known for some reason. Again this is mainly used to force your opponents to lose sight of you, and to some extent to lose them altogether.
There is no current guide to Juking, although Kleech and I are in the process of writing one together. As soon as we are completed, I will link it to this guide.
D. Tower Saving
This can be accomplished one of two ways, either by going to a tower being attacked, or by using teleport.
The first (going to tower) is boring, but semi effective of course. The other is much more effective, faster, and much cooler tongue.gif.
Teleporting is defined two ways, either teleporting by BoT, or by Scroll of town portal. Either way is fine, but Scroll of town portal is by far the most effective means of defending a tower.
Why you might ask, is a town scroll so effective? Well when you teleport to a tower with a town portal scroll, you give that tower a bonus in armor. The exact amount of armor boost is 99999 (the max amount of armor you can have), making that tower nearly immune to attacks for a short period of time.
BoT does not give the armor bonus no matter what you do, which is why it is not as effective.
For the armor bonus to occur, you must actually click on the tower to teleport. Using the mini map or clicking right next to tower does not work. You must click on the tower.

There are two ways to Scroll teleport. Either teleport and let yourself “go”, or you can teleport and then press the hold position button “H” right before you teleport. This will stop you from teleporting in the middle of a bunch of enemy heroes, which is not very smart thing to do, but still give that tower the extra defense for a short period of time.
You can also teleport to Rax to get the same bonuses in armor as with towers.
With towers if they fall below 130 life, and someone correct me if I am wrong, you are able to deny them just like a creep. Just click the “A” button and click to attack them.
If you see a tower being attacked by creeps, you want to attack one of those creeps and run back. This will pull the creeps off the tower into chasing you. You have regeneration to get back the life you lose, while towers do not. It is a small price to pay to take a few hits from creeps to save a tower in the process.
VI. Other Tips
If you are a melee hero or a range hero who does not have an active skill, such as searing arrows, clicking on your opponent to attack will turn the creeps on you. You can semi-avoid this by instead of clicking on them clicking in front or behind them and allow your hero to be right next to them. This will more likely than cause your hero to attack their hero. This is mostly to be used with a stun or some sort of disable, as running right up to your opponents is never a good idea.
With Rax and towers you can actually deny both. But with Rax you do not want to deny. A key difference between Rax and towers is that Rax have regeneration, while towers do not.
Town Portal scrolls are invaluable. Whether to save a tower or help an ally lane, you should always have 1 in your inventory for just such as occasion. Especially versus heroes, such as Naix, who have a slow and will hill you if you try to run. Most heroes who have slow spells such as those cannot stop you from teleporting. It is a great counter to any Slow hero.
Versus stun heroes, just wait for them to use their stun, and then teleport. Although a little more dangerous, the reward is keeping you alive.
thanx for taking the time to read. i PROMISE that this will improve your game tremendously

ket- Posts: 56
Join date: 2008-09-21
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